<?xml version="1.0" encoding="UTF-8"?>
<AnotherElfBowling
  InitialFullScreen="1"
  MaxPlayers="6000"
  DefGFXQualityLevel="1"
>

  <GameData
    CameraFov="60"
    ThrowPosition="0 0 7,5"
    ThrowYaw="-90"
    ElvesYaw="0"
    BallRadius="4,8"
    BallMass="300"
    LargeBallMass="800"
    IceCubeMass="180"
    SmallIceCubeMass="50"
    FirstElfDist="834,86"
    ElvesHeight="0,3"
    ElvesDist="11"
    ElvesScale="0,076"
    ElvesFlagsDist="15"
    SmallElvesScale="0,035"
    LargeElvesScale="0,097"
    ElvesMass="3"
    SmallElvesMass="5"

    MaxCamFlyDist="780"
    RubberBallCamFlyDist="710"
    MaxControlDist="800"

    ElfFallTime="4"
    ThrowForceMin="110"
    ThrowForceMax="400"
    ControlForce="500000"
    LargeBallControlForce="1400000"
    RagdollPunchForce="113"
    ShieldsRagdollPunchForce="250"
    CabbageRagdollPunchForce="125"
    ForceNeededToCutOffLimb="290"

    HoneyDampForce="900"

    SpareSloMoTimeScale1="0,1"

    SpareSloMoCamShakePosition="1"
    SpareSloMoCamShakeAngles="3"

    SpareSloMoElfFallTime="4"

    BodyAndGroundFriction="1000"
    BallAndGroundFriction="1000000000"
    BodyAndBodyFriction="1000"
    BallAndBallFriction="1000000"
    OilBallAndGroundFriction="1000000000"
    OilBallAndBodyFriction="0"

    BallAndIceGroundFriction="10000"
    IceBallAndIceGroundFriction="1000"

    ObstaclesScale="1,75"
    ObstaclesOffset="10"
    ObstaclesMass="700"
    MagnetForce="96000"
    OilForce="80000"
    RocketTurnSpeed="5"

    TestBlurSteps="0"
    TestBlurDeviation="5"
  />
  <Avatars>
    <Avatar SeqId="avatars/0004-cop"/>
    <Avatar SeqId="avatars/0007-mad-scientist"/>
    <Avatar SeqId="avatars/0002-biker"/>
    <Avatar SeqId="avatars/0006-hunter"/>
    <Avatar SeqId="avatars/0003-cheerleader"/>
    <Avatar SeqId="avatars/0005-hair-stylist"/>
    <Avatar SeqId="avatars/0001-Waitress"/>
    </Avatars>
  <Levels>
    <Level Id="0" Name="Bowling Alley - Dawn"		Thumb="ui/common/LVLThumbBowlDawn"/>
    <Level Id="1" Name="Bowling Alley - Day"		Thumb="ui/common/LVLThumbBowlDay"	NeedCompleteStage="0"/>
    <Level Id="2" Name="Town Main Street - Sunset"	Thumb="ui/common/LVLThumbTownDusk"	NeedCompleteStage="1"/>
    <Level Id="3" Name="Town Main street - Night"	Thumb="ui/common/LVLThumbTownNight"	NeedCompleteStage="2"/>
    <Level Id="4" Name="Cemetery - Late Night"		Thumb="ui/common/LVLThumbCemetry"	NeedCompleteStage="3"/>
    <Level Id="5" Name="Cemetery Crater-Showdown"	Thumb="ui/common/LVLThumbCrater"	NeedCompleteStage="4"/>
  </Levels>

  <BallTextures>
<!--
    <BallTexture Id="0" Thumb="ui/menuscreen/ball_previews/pink"		SeqId="models/items/ball_textures/pink"/>
    <BallTexture Id="1" Thumb="ui/menuscreen/ball_previews/coconut"	SeqId="models/items/ball_textures/coconut"/>
    <BallTexture Id="2" Thumb="ui/menuscreen/ball_previews/moon"		SeqId="models/items/ball_textures/moon"/>
    <BallTexture Id="3" Thumb="ui/menuscreen/ball_previews/orange"	SeqId="models/items/ball_textures/orange"/>
    <BallTexture Id="4" Thumb="ui/menuscreen/ball_previews/tropic_flovers"	SeqId="models/items/ball_textures/tropic_flovers"/>
    <BallTexture Id="5" Thumb="ui/menuscreen/ball_previews/wood"		SeqId="models/items/ball_textures/wood"/>
    <BallTexture Id="6" Thumb="ui/menuscreen/ball_previews/zoom"		SeqId="models/items/ball_textures/zoom"/>
    <BallTexture Id="7" Thumb="ui/menuscreen/ball_previews/ice"		SeqId="models/items/ball_textures/ice"/>
    <BallTexture Id="8" Thumb="ui/menuscreen/ball_previews/green"		SeqId="models/items/ball_textures/green"/>
    <BallTexture Id="9" Thumb="ui/menuscreen/ball_previews/billiards"	SeqId="models/items/ball_textures/billiards"  OnStage="0"/>
    <BallTexture Id="10" Thumb="ui/menuscreen/ball_previews/cap"		SeqId="models/items/ball_textures/cap"  OnStage="1"/>  
    <BallTexture Id="11" Thumb="ui/menuscreen/ball_previews/flowers"	SeqId="models/items/ball_textures/flowers"  OnStage="2"/>
    <BallTexture Id="12" Thumb="ui/menuscreen/ball_previews/golden"	SeqId="models/items/ball_textures/golden"  OnStage="3"/>
    <BallTexture Id="13" Thumb="ui/menuscreen/ball_previews/hawaii"	SeqId="models/items/ball_textures/hawaii"  OnStage="4"/>
    <BallTexture Id="14" Thumb="ui/menuscreen/ball_previews/ktulhu"	SeqId="models/items/ball_textures/ktulhu"  OnStage="5"/>
    <BallTexture Id="15" Thumb="ui/menuscreen/ball_previews/beach"		SeqId="models/items/ball_textures/beach_special_unwrap"  OnStage="6"/>
    <BallTexture Id="16" Thumb="ui/menuscreen/ball_previews/sea"		SeqId="models/items/ball_textures/sea"  OnStage="7"/>
    <BallTexture Id="17" Thumb="ui/menuscreen/ball_previews/stone"		SeqId="models/items/ball_textures/stone"  OnStage="8"/>
    <BallTexture Id="18" Thumb="ui/menuscreen/ball_previews/jaws"		SeqId="models/items/ball_textures/jaws"  OnStage="9"/>
-->
    <BallTexture Id="0" Thumb="ui/menuscreen/ball_previews/billiards"		SeqId="models/items/ball_textures/billiards"/>
    <BallTexture Id="1" Thumb="ui/menuscreen/ball_previews/bones"		SeqId="models/items/ball_textures/bones"/>
    <BallTexture Id="2" Thumb="ui/menuscreen/ball_previews/eye"			SeqId="models/items/ball_textures/eye"/>
    <BallTexture Id="3" Thumb="ui/menuscreen/ball_previews/green"		SeqId="models/items/ball_textures/green"/>
    <BallTexture Id="4" Thumb="ui/menuscreen/ball_previews/green_splatters"	SeqId="models/items/ball_textures/green_splatters"/>
    <BallTexture Id="5" Thumb="ui/menuscreen/ball_previews/wood"		SeqId="models/items/ball_textures/wood"/>
    <BallTexture Id="6" Thumb="ui/menuscreen/ball_previews/moon"		SeqId="models/items/ball_textures/moon"/>
    <BallTexture Id="7" Thumb="ui/menuscreen/ball_previews/pumpkin"		SeqId="models/items/ball_textures/pumpkin"/>
    <BallTexture Id="8" Thumb="ui/menuscreen/ball_previews/skull"		SeqId="models/items/ball_textures/skull"/>
    <BallTexture Id="9" Thumb="ui/menuscreen/ball_previews/stone"		SeqId="models/items/ball_textures/stone"/>
    <BallTexture Id="10" Thumb="ui/menuscreen/ball_previews/head"		SeqId="models/items/ball_textures/head"/>
  </BallTextures>

  <BonusPhrases>
    <Later     Text="I said later"/>
    <GoodBonus Text="%User%, those bonuses could be helpful."/>
    <GoodBonus Text="Let's kick their undead butts, %User%!"/>
    <BadBonus  Text="Try this, %Opponent%!"/>
    <BadBonus  Text="%Opponent%, check this out!"/>
    <BadBonus  Text="%Opponent%, I got a surprise for ya!"/>
    <BadBonus  Text="Are you ready for this, %Opponent%?"/>
    <BadBonus  Text="It's all or nothing, %Opponent%!"/>
    <BadBonus  Text="Eat this, %Opponent%!"/>
    <BadBonus  Text="Hey %Opponent%, hold on to your entrails!"/>
    <BadBonus  Text="Don't cry, %Opponent%."/>
    <BadBonus  Text="Loser is your middle name, %Opponent%!"/>
    <BadBonus  Text="Your destiny is in my hands, %Opponent%!"/>
    <BadBonus  Text="%Opponent%, you stink!"/>
    <BadBonus  Text="You're dead and buried, %Opponent%!"/>
    <BadBonus  Text="They're coming to get you, %Opponent%!"/>

 


 </BonusPhrases>

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<Widget Name="next_player" Type="Animotion">
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<AIChoosesGoodBonus>
	<If Active="Small ball" FirstThrow="1" Skill="0">
		<Choose Bonus="Megatron" Chance="50"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Large ball" Chance="70"/>
		<Choose Bonus="Sand ball" Chance="70"/>
		<Choose Bonus="Boxer" Chance="30"/>
		<Choose Bonus="Rubber ball" Chance="30"/>
	</If>
	<If Active="Small ball" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="70"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Large ball" Chance="70"/>
		<Choose Bonus="Sand ball" Chance="70"/>
		<Choose Bonus="Boxer" Chance="30"/>
		<Choose Bonus="Rubber ball" Chance="30"/>
		<Choose Bonus="Large elves" Chance="50"/>
	</If>
	<If Active="Small ball" FirstThrow="1" Skill="2">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Large ball" Chance="70"/>
		<Choose Bonus="Sand ball" Chance="70"/>
		<Choose Bonus="Boxer" Chance="40"/>
		<Choose Bonus="Rubber ball" Chance="40"/>
		<Choose Bonus="Large elves" Chance="50"/>	
		<Choose Bonus="Bees" Chance="100"/>
		<Choose Bonus="Brains" Chance="100"/>
		<Choose Bonus="Mirror Ball" Chance="100"/>
		<Choose Bonus="Ice Cubes" Chance="100"/>
	</If>

	<If Active="Saw" FirstThrow="1" Skill="2">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Large ball" Chance="50"/>
		<Choose Bonus="Sand ball" Chance="90"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Small runners" Chance="70"/>
		<Choose Bonus="Boxer" Chance="60"/>
		<Choose Bonus="Nailgun" Chance="80"/>
	</If>
	<If Active="Saw" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Large ball" Chance="50"/>
		<Choose Bonus="Sand ball" Chance="90"/>
		<Choose Bonus="Rubber ball" Chance="50"/>
		<Choose Bonus="Small runners" Chance="70"/>
		<Choose Bonus="Boxer" Chance="20"/>
	</If>
	<If Active="Oil" FirstThrow="1" Skill="2">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Small runners" Chance="60"/>
		<Choose Bonus="Large ball" Chance="30"/>
		<Choose Bonus="Boxer" Chance="30"/>
		<Choose Bonus="Sand ball" Chance="100"/>
		<Choose Bonus="Large elves" Chance="50"/>
	</If>
	<If Active="Oil" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="80"/>
		<Choose Bonus="Small runners" Chance="60"/>
		<Choose Bonus="Large ball" Chance="30"/>
		<Choose Bonus="Boxer" Chance="30"/>
		<Choose Bonus="Sand ball" Chance="100"/>
	</If>
	
	<If Active="Honey" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Large ball" Chance="40"/>
		<Choose Bonus="Small runners" Chance="100"/>
		<Choose Bonus="None" Chance="40"/>
		<Choose Bonus="Large elves" Chance="80"/>
	</If>

	<If Active="Honey" FirstThrow="1" Skill="2">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Large ball" Chance="40"/>
		<Choose Bonus="Small runners" Chance="100"/>
		<Choose Bonus="Large elves" Chance="80"/>
		<Choose Bonus="Nailgun" Chance="100"/>
		<Choose Bonus="Brains" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="100"/>
	</If>

	<If Active="Honey" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Large ball" Chance="40"/>
		<Choose Bonus="Small runners" Chance="100"/>
		<Choose Bonus="None" Chance="40"/>
		<Choose Bonus="Large elves" Chance="80"/>
	</If>

	<If Active="Ice Age" FirstThrow="1" Skill="2">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Large ball" Chance="40"/>
		<Choose Bonus="Small runners" Chance="70"/>
		<Choose Bonus="Large elves" Chance="80"/>
		<Choose Bonus="Nailgun" Chance="100"/>
		<Choose Bonus="Brains" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="100"/>
		<Choose Bonus="Mirror Ball" Chance="100"/>\
		<Choose Bonus="Bees" Chance="100"/>
	</If>

	<If Active="Ice Age" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Large ball" Chance="40"/>
		<Choose Bonus="Small runners" Chance="100"/>
		<Choose Bonus="Large elves" Chance="80"/>
		<Choose Bonus="Brains" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="100"/>
	</If>

	<If Active="Large runners" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Large ball" Chance="40"/>
		<Choose Bonus="Small runners" Chance="80"/>
		<Choose Bonus="None" Chance="40"/>
		<Choose Bonus="Large elves" Chance="50"/>
	</If>
	<If Active="Obstacles" FirstThrow="1">
		<Choose Bonus="Small runners" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="70"/>
		<Choose Bonus="None" Chance="100"/>
	</If>
	<If Active="Small elves" FirstThrow="1">
		<Choose Bonus="Large elves" Chance="100"/>
		<Choose Bonus="Ice Cubes" Chance="100"/>
		<Choose Bonus="Large ball" Chance="90"/>
		<Choose Bonus="Bees" Chance="100"/>
	</If>
	 
	<If Active="Shock" FirstThrow="1" Skill="2">
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="150"/>
		<Choose Bonus="Small runners" Chance="30"/>
		<Choose Bonus="Bees" Chance="80"/>
		<Choose Bonus="Nailgun" Chance="80"/>
	</If>

	<If Active="Shock" FirstThrow="1">
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="60"/>
		<Choose Bonus="Small runners" Chance="30"/>
	</If>
	<If Active="Magnet" FirstThrow="1">
		<Choose Bonus="Megatron" Chance="50"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Small runners" Chance="80"/>
		<Choose Bonus="Large ball" Chance="30"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="100"/>
	</If>
	<If Active="Shields" Active2="Small ball" FirstThrow="1">
		<Choose Bonus="Large ball" Chance="30"/>
		<Choose Bonus="Rocket" Chance="200"/>
		<Choose Bonus="None" Chance="100"/>	
	</If>
	<If Active="Shields" FirstThrow="1" Skill="0">
		<Choose Bonus="Large ball" Chance="30"/>
		<Choose Bonus="Extra speed" Chance="30"/>
		<Choose Bonus="Rocket" Chance="200"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="30"/>
		<Choose Bonus="None" Chance="100"/>	
	</If>
	<If Active="Shields" FirstThrow="1" Skill="1">
		<Choose Bonus="Megatron" Chance="50"/>
		<Choose Bonus="Large ball" Chance="60"/>
		<Choose Bonus="Extra speed" Chance="60"/>
		<Choose Bonus="Rocket" Chance="200"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Brains" Chance="60"/>
		<Choose Bonus="Sand ball" Chance="60"/>
		
	</If>
	<If Active="Shields" FirstThrow="1" Skill="2">
		<Choose Bonus="Large ball" Chance="30"/>
		<Choose Bonus="Extra speed" Chance="60"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="80"/>
		<Choose Bonus="Brains" Chance="100"/>
		<Choose Bonus="Bees" Chance="100"/>
		<Choose Bonus="Megatron" Chance="100"/>
	</If>
	<If Active="Dance Fever" FirstThrow="1" Skill="0">
		<Choose Bonus="Megatron" Chance="50"/>
		<Choose Bonus="Large ball" Chance="100"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="100"/>	
	</If>
	<If Active="Dance Fever" FirstThrow="1" Skill="2">
		<Choose Bonus="Megatron" Chance="90"/>
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                <Choose Bonus="Boxer" Chance="90"/>
		<Choose Bonus="Sand ball" Chance="90"/>	
		<Choose Bonus="Bees" Chance="100"/>
		<Choose Bonus="Brains" Chance="100"/>
		<Choose Bonus="Nailgun" Chance="100"/>
      		<Choose Bonus="Mirror Ball" Chance="100"/>
</If>
	<If Active="Dance Fever" FirstThrow="1">
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		<Choose Bonus="Large ball" Chance="10"/>
		<Choose Bonus="Rocket" Chance="10"/>
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                <Choose Bonus="Boxer" Chance="10"/>
		<Choose Bonus="Sand ball" Chance="90"/>	
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		<Choose Bonus="Brains" Chance="70"/>
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		<Choose Bonus="Large ball" Chance="70"/>
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		<Choose Bonus="Rocket" Chance="100"/>
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		<Choose Bonus="Boxer" Chance="30"/>
		<Choose Bonus="Large ball" Chance="70"/>
		<Choose Bonus="Sand ball" Chance="100"/>	
		<Choose Bonus="Nailgun" Chance="100"/>		
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		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Boxer" Chance="30"/>
		<Choose Bonus="Large ball" Chance="70"/>
		<Choose Bonus="Sand ball" Chance="100"/>	
		<Choose Bonus="Nailgun" Chance="100"/>	
		<Choose Bonus="Bees" Chance="100"/>	
		<Choose Bonus="Mirror Ball" Chance="100"/>	
		<Choose Bonus="Brains" Chance="100"/>		
</If>



	<If BoxerConditions="1">
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</If>
	<If Bonuses="5" FirstThrow="1">
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		<Choose Bonus="Large ball" Chance="30"/>
		<Choose Bonus="Boxer" Chance="30"/>
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Small runners" Chance="30"/>
		<Choose Bonus="Large elves" Chance="50"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="100"/>	
		<Choose Bonus="Nailgun" Chance="100"/>	
		<Choose Bonus="Ice Cubes" Chance="100"/>		
		<Choose Bonus="Bees" Chance="100"/>	
		<Choose Bonus="Mirror Ball" Chance="100"/>	
		<Choose Bonus="Brains" Chance="100"/>	
</If>
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		<Choose Bonus="Large ball" Chance="40"/>	
		<Choose Bonus="Extra speed" Chance="100"/>
		<Choose Bonus="Large elves" Chance="50"/>
		<Choose Bonus="Rocket" Chance="100"/>
		<Choose Bonus="Rubber ball" Chance="100"/>
		<Choose Bonus="Sand ball" Chance="100"/>		
		<Choose Bonus="Nailgun" Chance="100"/>	
		<Choose Bonus="Ice Cubes" Chance="100"/>		
		<Choose Bonus="Bees" Chance="100"/>	
		<Choose Bonus="Mirror Ball" Chance="100"/>	
		<Choose Bonus="Brains" Chance="100"/>	
</If>
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		<Choose Bonus="Large ball" Chance="80"/>	
		<Choose Bonus="Extra speed" Chance="90"/>
		<Choose Bonus="Large elves" Chance="70"/>
		<Choose Bonus="Rocket" Chance="50"/>
		<Choose Bonus="Rubber ball" Chance="60"/>
		<Choose Bonus="Sand ball" Chance="60"/>
		<Choose Bonus="Ice Cubes" Chance="80"/>		
		<Choose Bonus="Bees" Chance="90"/>	
		<Choose Bonus="Mirror Ball" Chance="60"/>	
		<Choose Bonus="Brains" Chance="70"/>
		<Choose Bonus="Boxer" Chance="80"/>			
</If>

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<TextBlock Name="Disclaimer">
This game uses:
Open Dynamics Engine
Copyright (c) 2001-2004, Russell L. Smith.
All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:

Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

Neither the names of ODE's copyright owner nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. </TextBlock>
<TextBlock Name="Privacy">Why is DrawPrimitive so slow?

Well - it isnt! If you simply do a whole bunch of DrawPrim calls in a row and time them, you will find they run very fast indeed. However, if you insert some rendering state changes (almost any of the Set* calls) in between those calls, thats when they start to get slow. Note that your profiler will not show the extra time being taken in the Set* calls themselves - they are always very fast.

What is happening is that the Set* calls dont actually do anything. For example, when you call SetTexture, it doesnt actually change the texture, it just remembers that you wanted the texture changed (it just writes a pointer into a memory location). Then when you actually call DrawPrim, it looks through all the changes you made since the last DrawPrim call and actually performs them. In the case of a texture change, it makes sure all the mipmap levels are loaded from disk, have been sent to video memory, are in the right format, and then tells the video card to update its internal pointers (in reality its even more complex - but you get the idea). This is often called lazy state changes - the change is not made when you tell the change to happen, it happens when it absolutely finally has to happen (just before you draw triangles).

By the way, when people talk about DrawPrim calls, they usually mean any of DrawPrimitive, DrawIndexedPrimitive, DrawPrimitiveUP and DrawIndexedPrimitiveUP. Note however that the *UP calls can be a bit slower than the other two - in general you should try to avoid them and use Vertex Buffers. However, if you spent too much CPU time avoiding the *UP calls, it becomes counter-productive, so dont avoid them like the plague - just be aware that they are slightly more expensive - they are still appropriate for some operations.

People always ask which state changes are most expensive? Well, it depends. A lot. On all sorts of things - mainly what video card is in the system. So any list is bound to be a bit fuzzy and imprecise, but heres a general guide, listed most expensive to least expensive.

-Pixel shader changes.
-Pixel shader constant changes.
-Vertex shader changes.
-Vertex shader constant changes.
-Render target changes.
-Vertex format changes (SetVertexDeclaration).
-Sampler state changes.
-Vertex and index buffer changes (without changing the format).
-Texture changes.
-Misc. render state changes (alpha-blend mode, etc)
-DrawPrim calls.

I havent talked about any of the older DX8-style states like SetTextureStageState - theyre emulated by shaders on most modern cards, and so count as the equivalent shader call, for the purposes of profiling.

Why are cards so bad at shader changes? Its because many of them can only be running one set of shaders and shader constants at a time. Remember that video cards are not like a CPU - they are a very long pipeline - it may take hundreds of thousands of clock cycles for a triangle to get from being given to the card to being rendered. GPUs are so fast because they can have huge numbers of triangles and pixels being processed at once, so although they have very poor latency (the time taken from an input to go all the way through to the end and finish processing), they have extremely impressive throughput (how many things you can finish processing in a second).

So when you change shader, many cards have to wait for their entire pipeline to drain fully empty, then upload the new shader or set of shader constants into a completely idle pipeline, and then start feeding work into the start of the pipeline again. This draining is often called a pipeline bubble (though its a slightly inaccurate term from the point of view of a hardware engineer), and in general you want to avoid them.

Newer cards can change shaders in a pipelined way, so changing shader or shader state is much cheaper - at least as long as you dont do it too often (they have a certain small number of active shaders at any one time - so you should still try to avoid changing frequently).

Be aware that some seemingly innocent changes can cause hidden shader changes. For example, a lot of hardware has to do special things inside the shader to deal with cube maps as opposed to standard 2D texture maps. So if you change from a cube map to a 2D map or vice versa, even though you think you didnt change the shader, the driver has to upload a new version anyway. The same applies to SetVertexDeclaration and SetSamplerState - for some cards, these also requires a new shader. And lastly, changing some states such as stencil mode, Z mode or alpha-test mode can cause pipeline flushes and/or shader changes as well. So its all very tricky - as I said, the list above is only for very general guidance.

Just to complicate matters further, in most cases DrawPrim calls are also put into a pipeline (a software one this time, not a hardware one), and only after a certain number of them are batched does the cards driver actually get called. This means that timing individual DrawPrim calls is basically pointless - you wont see how expensive that call was, youll see some fairly arbitrary chunk of time being taken. In some cases, the driver was not even called - all that happened was the command was added to a queue. In other cases, the driver was called with a big queue of lots of DrawPrim calls and render state changes at once. In general, trying to profile your GPU by timing the CPU is going to be confusing and misleading. The only way to disagnose a GPUs true performance is to use something like PIX or some of the hardware vendors own tools - they are the only things that can tell you what the graphics card is really doing.

Another general hint - when profiling, never run anything that renders faster than 10ms per frame (100fps). Always do more work to get the speed below 100fps (e.g. render the scene multiple times, or render more objects), and then measure how much extra work you did. For example, saying one object rendered in 2ms is not very useful - because you might infer from that that you could render only ten in 20ms. But because of overhead per frame and suchlike, you may actually be able to render a hundred or a thousand objects in 20ms.

If you get the framerate down below 100fps, i.e. your frame takes more than 10ms to render, then you have mostly got rid of the overhead and you are using the full power of pipelining. The lower you get the speed, the more reliable the timings (usually!). 10ms per frame about when you can start to draw straight lines on graphs. When I see people saying things like I did XYZ and my framerate dropped from 2378fps to 1287fps - wow, thats a really expensive operation! - it makes me cringe. Theyre just chasing phantoms - its not useful data at all.

Another error is to measure frames per second. Always convert to microseconds or milliseconds. If I render ten object As and it takes me 10ms, and ten object Bs and it takes me 20ms, you can be fairly certain that rendering ten of each will take me 30ms - its simple addition. Whereas if you say ten As runs at 100fps and ten Bs runs at 50fps, then what does ten of each take - 0fps? 25fps? 150fps? Its all very unintuitive (the correct answer would be 33fps). Think in seconds per frame, not frames per second.</TextBlock>
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	<Bonuses>
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		<Bonus Name="Large ball" PrintName="Engorged Ball" Tex="Engorged_Ball" Type="good" Chance="10" Desc="Engorged Ball. Makes ball twice as large"/>
		<Bonus Name="Small ball" PrintName="Shrunken Ball" Tex="Shrunken_Ball" Type="bad" Chance="10" Desc="Shrunken Ball. Makes ball half as large"/>
		<Bonus Name="Boxer" PrintName="Fist Bump" Tex="Fist_Bump" Type="good" Chance="10" Desc="Fist Bump. A pair of fists will deliver a solid greeting."/>
		<Bonus Name="Scratch" PrintName="Sandpaper" Tex="unknown_bad" Type="bad" Chance="0" Desc="The ball becomes smaller, each time it runs on the sandpaper" ShowInList="0"/>
		<Bonus Name="Oil" PrintName="Water Hazard" Tex="Water_Hazard" Type="bad" Chance="10" Desc="Water Hazard. Water puddles on the lane makes control harder."/>
		<Bonus Name="Extra speed" PrintName="Fireball" Tex="Fire_Ball" Type="good" Chance="10" Desc="Fireball. Ultimate speed boost delivers a fiery message."/>
		<Bonus Name="Small runners" PrintName="Gutless" Tex="No_Gutters" Type="good" Chance="10" Desc="Gutless. Makes both gutters smaller"/>
		<Bonus Name="Large runners" PrintName="Bloated Guts" Tex="Deep_Gutters" Type="bad" Chance="10" Desc="Bloated Guts. Makes both gutters larger"/>
		<Bonus Name="Obstacles" PrintName="Barricade" Tex="Barricade" Type="bad" Chance="10" Desc="Barricade. Avoid the barricades or lose your ball."/>
		<Bonus Name="Large elves" PrintName="Builds Muscle" Tex="Build_Muscle" Type="good" Chance="10" Desc="Builds Muscle. The bigger they are, the easier they fall."/>
		<Bonus Name="Small elves" PrintName="Mini-Corpse" Tex="Lose_Fat" Type="bad" Chance="10" Desc="Mini-Corpse. Try to hit those small guys!"/>
		<Bonus Name="Shock" PrintName="Electroshock" Tex="Electroshock" Type="bad" Chance="10" Desc="Electroshock. Causes lack of directional control."/>
		<Bonus Name="Magnet" PrintName="Animal Magnetism" Tex="Animal_Magnetism" Type="bad" Chance="10" Desc="Animal Magnetism. Werewolves don't fetch. They push balls away."/>
		<Bonus Name="Rocket" PrintName="Rocket Man" Tex="Rocket_Man" Type="good" Chance="6" Desc="Rocket Man. Aim and fire a payload of zombie melting goop." />
		<Bonus Name="Rubber ball" PrintName="Pinball" Tex="Pin_Ball" Type="good" Chance="10" Desc="Pinball. Bounces back on contact and can be guided for repeat hits."/>
		<Bonus Name="Sand ball" PrintName="Meatball" Tex="Meat_Ball" Type="good" Chance="6" Desc="Meatball. Breaks apart on impact. Unaffected by water."/>
		<Bonus Name="Shields" PrintName="Shields Up!" Tex="Shields_Up" Type="bad" Chance="10" Desc="Shields Up! Equip the zombies with strong shields."/>
		<Bonus Name="Jumps" PrintName="Jumps" Tex="unknown_bad" Type="bad" Chance="0" Desc="Ask elves to jump as high as they can!" ShowInList="0"/>
		<Bonus Name="Flags" PrintName="Rank and File" Tex="Rank_and_Fire" Type="bad" Chance="10" Desc="Rank and File. Zombies form three columns making it hard to strike."/>
		<Bonus Name="Megatron" PrintName="Zombie-Nator" Tex="Zombie-Nator" Type="good" Chance="10" Desc="Zombie-Nator. Merge up to three Tricks or Treats."/>

<!-- ZB -->
		<Bonus Name="Nailgun" PrintName="Nailed It" Tex="Nailed_It" Type="good" Chance="9" Desc="Nailed It. Shoots 10 plungers in 4 seconds." AllowToComputer="0"/>
		<Bonus Name="Cabbage" PrintName="Cabbage Head" Tex="Cabbagehead" Type="bad" Chance="10" Desc="Cabbage Head. Delivers all the impact of a boiled cabbage."/>
		<Bonus Name="Saw" PrintName="Buzz Saw" Tex="Buzz_Saw" Type="bad" Chance="10" Desc="Buzz Saw. Cuts ball in halves that veer to the gutters."/>
		<Bonus Name="Ice Cubes" PrintName="Ice, Ice, Baby" Tex="Ice_Ice_Baby" Type="good" Chance="9" Desc="Ice, Ice, Baby. Zombies are easy to hit stiffs when encased in ice."/>
		<Bonus Name="Mirror Ball" PrintName="Mirror Ball" Tex="Disco_Ball" Type="good" Chance="10" Desc="Mirror Ball. Causes zombies to dance in a close pack."/>
		<Bonus Name="Dance Fever" PrintName="Dance Fever" Tex="Dance_Fever" Type="bad" Chance="10" Desc="Dance Fever. Zombies strut their stuff far apart."/>
		<Bonus Name="Ice Age" PrintName="Ice Age" Tex="Ice_Age" Type="bad" Chance="10" Desc="Ice Age. The lane is covered in a sheet of ice."/>
		<Bonus Name="Brains" PrintName="Military Intelligence" Tex="Military_Intelligance" Type="good" Chance="6" Desc="Military Intelligence. This brain packs an explosive wallop."/>
		<Bonus Name="Bees" PrintName="Zom-Bees" Tex="Zom_Bees" Type="good" Chance="10" Desc="Zom-Bees. This bee hive ball releases a swarm."/>
		<Bonus Name="Honey" PrintName="Honey" Tex="Honey" Type="bad" Chance="10" Desc="Honey. Regular balls get all sticky and slow down."/>
	</Bonuses>

	<Megatron>
		<Good>
			<Comb Chance="10" Bonus1="Large ball" Bonus2="Sand ball" Bonus3="Boxer"/>
			<Comb Chance="10" Bonus1="Extra speed" Bonus2="Sand ball" Bonus3="Boxer"/>
 			<Comb Chance="10" Bonus1="Large ball" Bonus2="Rubber ball" Bonus3="Boxer"/>
 			<Comb Chance="10" Bonus1="Large ball" Bonus2="Large elves" Bonus3="Extra speed"/>
			<Comb Chance="10" Bonus1="Sand ball" Bonus2="Large ball" Bonus3="Extra speed"/>
			<Comb Chance="10" Bonus1="Boxer" Bonus2="Large ball" Bonus3="Extra speed"/>
			<Comb Chance="10" Bonus1="Boxer" Bonus2="Rubber ball" Bonus3="Large ball"/>
			<Comb Chance="10" Bonus1="Extra speed" Bonus2="Large elves" Bonus3="Small runners"/>
			<Comb Chance="10" Bonus1="Boxer" Bonus2="Large elves" Bonus3="Small runners"/>
			<Comb Chance="10" Bonus1="Extra speed" Bonus2="Large ball" Bonus3=""/>
			<Comb Chance="10" Bonus1="Extra speed" Bonus2="Small runners" Bonus3=""/>
			<Comb Chance="10" Bonus1="Extra speed" Bonus2="Rubber ball" Bonus3="Large elves"/>
			
			<Comb Chance="10" Bonus1="Bees" Bonus2="Extra Speed" Bonus3=""/>
			<Comb Chance="10" Bonus1="Mirror Ball" Bonus2="Extra speed" Bonus3="Sand ball"/>
			<Comb Chance="10" Bonus1="Bees" Bonus2="Boxer" Bonus3="Small runners"/>
			<Comb Chance="10" Bonus1="Brains" Bonus2="" Bonus3="Small runners"/>
			<Comb Chance="10" Bonus1="Extra speed" Bonus2="Mirror Ball" Bonus3="Small runners"/>
			<Comb Chance="10" Bonus1="Sand ball" Bonus2="Large ball" Bonus3=""/>	
			<Comb Chance="10" Bonus1="Large ball" Bonus2="Large elves" Bonus3=""/>
			<Comb Chance="10" Bonus1="Large ball" Bonus2="Extra speed" Bonus3=""/>
			<Comb Chance="10" Bonus1="Rubber ball" Bonus2="Extra speed" Bonus3=""/>
			<Comb Chance="10" Bonus1="Rubber ball" Bonus2="" Bonus3=""/>
			<Comb Chance="10" Bonus1="Rubber ball" Bonus2="Small runners" Bonus3=""/>
			<Comb Chance="10" Bonus1="Rocket" Bonus2="Large elves" Bonus3=""/>
			<Comb Chance="10" Bonus1="Boxer" Bonus2="Large elves" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3="Small runners"/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3="Large elves"/>
			<Comb Chance="10" Bonus1="" Bonus2="Sand ball" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3=""/>

		</Good>
		<Bad>

			<Comb Chance="10" Bonus1="Cabbage" Bonus2="Large runners" Bonus3=""/>
			<Comb Chance="10" Bonus1="Flags" Bonus2="Cabbage" Bonus3="Oil"/>
			<Comb Chance="10" Bonus1="Honey" Bonus2="Large runners" Bonus3=""/>
			<Comb Chance="10" Bonus1="Ice Age" Bonus2="Large runners" Bonus3=""/>
			<Comb Chance="10" Bonus1="Dance Fever" Bonus2="Honey" Bonus3=""/>
			<Comb Chance="10" Bonus1="Saw" Bonus2="Large runners" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="Large runners" Bonus3=""/>
			<Comb Chance="10" Bonus1="Magnet" Bonus2="" Bonus3="Honey"/>
			<Comb Chance="10" Bonus1="Saw" Bonus2="" Bonus3="Oil"/>
			<Comb Chance="10" Bonus1="Dance Fever" Bonus2="oil" Bonus3="Magnet"/>
			<Comb Chance="10" Bonus1="Saw" Bonus2="Ice Age" Bonus3=""/>
			<Comb Chance="10" Bonus1="Ice Age" Bonus2="Magnet" Bonus3=""/>
			<Comb Chance="10" Bonus1="Ice Age" Bonus2="Flags" Bonus3=""/>
			<Comb Chance="10" Bonus1="Ice Age" Bonus2="Obstacles" Bonus3=""/>
			<Comb Chance="10" Bonus1="Shields" Bonus2="Saw" Bonus3=""/>
			<Comb Chance="10" Bonus1="Shock" Bonus2="" Bonus3="Saw"/>
			<Comb Chance="10" Bonus1="Ice Age" Bonus2="Cabbage" Bonus3=""/>



			<Comb Chance="10" Bonus1="Flags" Bonus2="Large runners" Bonus3="Oil"/>
			<Comb Chance="10" Bonus1="Flags" Bonus2="Obstacles" Bonus3="Magnet"/>
<!--			<Comb Chance="10" Bonus1="Shields" Bonus2="Scratch" Bonus3="Magnet"/>
			<Comb Chance="10" Bonus1="Oil" Bonus2="Scratch" Bonus3="Jumps"/>
			<Comb Chance="10" Bonus1="Oil" Bonus2="Scratch" Bonus3="Large runners"/> -->
			
			<Comb Chance="10" Bonus1="Oil" Bonus2="" Bonus3="Large runners"/>
<!--			<Comb Chance="10" Bonus1="Magnet" Bonus2="Obstacles" Bonus3="Jumps"/> -->
			<Comb Chance="10" Bonus1="" Bonus2="Large runners" Bonus3="Oil"/>
                        <Comb Chance="10" Bonus1="Shock" Bonus2="Large runners" Bonus3=""/>
<!--			<Comb Chance="10" Bonus1="" Bonus2="Large runners" Bonus3="Scratch"/> -->
			<Comb Chance="10" Bonus1="Magnet" Bonus2="Obstacles" Bonus3=""/>
<!--			<Comb Chance="10" Bonus1="Scratch" Bonus2="" Bonus3=""/> -->
			<Comb Chance="10" Bonus1="Shields" Bonus2="" Bonus3=""/>
			<Comb Chance="10" Bonus1="Shields" Bonus2="Oil" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3=""/>
			<Comb Chance="10" Bonus1="" Bonus2="" Bonus3=""/>
		</Bad>
	</Megatron>

	<SPAutoActivateBonus>
		<Auto Bonus="Small ball" Chance="7"/>
		<Auto Bonus="Oil" Chance="10"/>
		<Auto Bonus="Large runners" Chance="10"/>
		<Auto Bonus="Obstacles" Chance="10"/>
		<Auto Bonus="Small elves" Chance="5"/>
		<Auto Bonus="Shock" Chance="10"/>
		<Auto Bonus="Magnet" Chance="10"/>
		<Auto Bonus="Shields" Chance="7"/>
		<Auto Bonus="Flags" Chance="10"/>
		<Auto Bonus="Cabbage" Chance="10"/>
		<Auto Bonus="Saw" Chance="10"/>
		<Auto Bonus="Dance Fever" Chance="10"/>
		<Auto Bonus="Ice Age" Chance="10"/>
		<Auto Bonus="Honey" Chance="10"/>
		<Auto Bonus="None" Chance="10" StageAccum="50"/>
	</SPAutoActivateBonus>

	<DefaultScores>
		<FakePlayer Name="Sam"     Total="1023"   Best="200"    Strikes="190"/>
		<FakePlayer Name="Matt"    Total="789"     Best="160"    Strikes="151"/>
		<FakePlayer Name="Kenda" Total="542"     Best="156"    Strikes="70"/>
		<FakePlayer Name="Kostya"     Total="403"      Best="150"    Strikes="22"/>
		<FakePlayer Name="Yuriy"    Total="208"      Best="146"    Strikes="7"/>
		<FakePlayer Name="Ilya"   Total="130"      Best="130"    Strikes="4"/>
		<FakePlayer Name="Sasha"    Total="125"      Best="125"    Strikes="2"/>
	</DefaultScores>

	<ComputerOpponents>
<Player Name="Bobby Joe"		Avatar="0"  Ball="0"	Skill="0"/>		
<Player Name="Doc Screwdup"		Avatar="1"  Ball="1"	Skill="0"/>
<Player Name="Doug Graves"	        Avatar="2"  Ball="2"	Skill="1"/>
<Player Name="Les Brainerd"		Avatar="3"  Ball="3"	Skill="1"/>
<Player Name="Trish Hughes"		Avatar="4"  Ball="4"	Skill="1"/>
<Player Name="Marion Styles"		Avatar="5"  Ball="5"	Skill="2"/>		
<Player Name="Alice Maples"	        Avatar="6"  Ball="10"	Skill="2"/>		
		

		

	</ComputerOpponents>

	<Trophies>
		<Trophy Name="Mighty" Title="Shields Down, Captain" Desc="A strike was made against shielded zombies."/>
		<Trophy Name="Morale" Title="Anarchy" Desc="Get a strike against rank and file zombies."/>
		<Trophy Name="Kicker" Title="1000 Club" Desc="Earn 1000 points."/>
		<Trophy Name="3Strikes" Title="Triple Striker" Desc="Three strikes in one game."/>
		<Trophy Name="King" Title="Strike King" Desc="100 strikes in all games."/>
		<Trophy Name="Rookie" Title="Rookie Striker" Desc="5 strikes in all games."/>
		<Trophy Name="Experienced" Title="Experienced Striker" Desc="15 strikes in all games."/>
		<Trophy Name="StrikeMaster" Title="Strike Master" Desc="30 strikes in all games."/>
		<Trophy Name="Agility" Title="Agility" Desc="No gutterballs were thrown a complete game."/>
		<Trophy Name="Sneaky" Title="Sneaky" Desc="A strike was made using a small ball."/>
		<Trophy Name="Fair" Title="Fair Play" Desc="Won a game without using any tricks or threats."/>
		<Trophy Name="Dust" Title="Happily Ever After" Desc="Single Player mode was completed."/>

		<Trophy Name="200" Title="Bi-Centennial" Desc="A 200 game was rolled."/>
		<Trophy Name="300Club" Title="300 Club" Desc="A perfect 300, 12 strikes in one game."/>
		<Trophy Name="MarkingPen" Title="Marking Pen" Desc="A strike or spare was made in every frame of a game."/>
		<Trophy Name="Turkey" Title="Turkey and Giblets" Desc="Three strikes in a row were rolled in a game."/>
		<Trophy Name="Pinball" Title="Pinball Wizard" Desc="A strike was made using the pinball."/>
		<Trophy Name="Carnival" Title="Carnival Game" Desc="A strike was made with every zombie being knocked off the lane."/>
		<Trophy Name="Meatball" Title="Dead Meat" Desc="Throw a strike with a meatball."/>
		<Trophy Name="DanceFever" Title="Dance Fever" Desc="Throw a strike against dancing zombies."/>
		<Trophy Name="FreedomFighter" Title="Freedom Fighter" Desc="Free Play mode was completed."/>
	</Trophies>

	<Story>
		<Stage Location="0" OpponentProfile="6" Skill="0" ShortStory="This alley is my turf. Get your stinking, rotting hide off from the lumber or I'll bowl it off. You're going back into whatever hole you crawled out of."/>
		<Stage Location="1" OpponentProfile="6" Skill="0" ShortStory="You're in a league of your own and it's not in the Bowl-O-Rama. Step your carcass on up here and taste some hard plastic. My brain stays where it is, thank you very much."/>
		<Stage Location="2" OpponentProfile="6" Skill="1" ShortStory="Cadaver-cadabra. A magic word and well-placed bowling ball will make you disappear from my town."/>
		<Stage Location="3" OpponentProfile="6" Skill="1" ShortStory="If you had any brains, you'd get out of town now. We're throwing down! Let's see whatcha got."/>
		<Stage Location="4" OpponentProfile="6" Skill="2" ShortStory="This cemetery is a homecoming for you. You're going down. Six feet down in the ground."/>
		<Stage Location="5" OpponentProfile="6" Skill="2" ShortStory="Do or die time, but I guess you already did. The 'un' is about to be removed from your undead status. You're about to take your last dirt nap back in that crater."/>
	</Story>

	<AISettings
		RocketMinSteps="3"
		RocketMaxSteps="5"
		RocketRandom="0,1"
		RubberBallControl="70"
		CommonRandomX1="11"
		CommonRandomX2="8"
		CommonRandomY="11"
		BonusPass="0,6"
		ObstaclePass="0,4"
		MagnetPass="0,4"
		ScratchPass="0,4"
		OilPass="0,4"
		BadControlAfterOil="0,6"
		StrikeChance="0,25"
	/>
	<AISettings
		RocketMinSteps="2"
		RocketMaxSteps="4"
		RocketRandom="0,05"
		RubberBallControl="90"
		CommonRandomX1="5"
		CommonRandomX2="5"
		CommonRandomY="8"
		BonusPass="0,83"
		ObstaclePass="0,7"
		MagnetPass="0,7"
		ScratchPass="0,7"
		OilPass="0,7"
		BadControlAfterOil="0,3"
		StrikeChance="0,55"
	/>
	<AISettings
		RocketMinSteps="1"
		RocketMaxSteps="2"
		RocketRandom="0,02"
		RubberBallControl="140"
		CommonRandomX1="2"
		CommonRandomX2="2"
		CommonRandomY="2"
		BonusPass="1"
		ObstaclePass="1"
		MagnetPass="1"
		ScratchPass="1"
		OilPass="1"
		BadControlAfterOil="0,1"
		StrikeChance="0,78"
	/>
		

	<HelpBonusDesc>
		<Desc Title="Shrunken Ball" Text="Makes the opponent's ball smaller. This Trick can be neutralized with the 'Engorged Ball' Bonus."/>
		<Desc Title="Shields Up!" Text="The opponent's zombies arm themselves with tombstone shields, making them much harder to knock down."/>
		<Desc Title="Rank and File" Text="The zombies line up in three ranks, greatly reducing the possibility of a strike or spare with a standard ball."/>
		<Desc Title="Mini-Corpse" Text="Makes the opponent's zombies smaller. This Dirty Trick can be neutralized with the 'Builds Muscle' Bonus."/>
		<Desc Title="Ice Age" Text="Apparently, hell did freeze over. The lane is covered with ice making it easy to lose control."/>
		<Desc Title="Honey" Text="Pools of honey on the lane cause balls to stick and slow down."/>
		<Desc Title="Electroshock" Text="An electric cloud appears in the center of the lane that will cause an opponent to lose control of their ball. This Dirty Trick can be neutralized with the 'Pinball' Bonus."/>
		<Desc Title="Bloated Guts" Text="Broadens the opponent's gutters, making the lane very narrow. This Trick can be neutralized with the 'No Guts' Bonus."/>
		<Desc Title="Dance Fever" Text="The disco mirror ball spins to a beat that cause the zombies to strut their stuff away from each other."/>
		<Desc Title="Cabbage Head" Text="The ball turns into cabbage. A boiled cabbage just doesn't have the impact of a bowling ball, does it?"/>
		<Desc Title="Buzz Saw" Text="A buzz saw is placed in the center of the lane. If the ball hits the blade it splits into two halves veering course for the gutters."/>
		<Desc Title="Barricade" Text="This Dirty Trick places barricades on the lane. Steer your ball around the barricades or you will spoil a throw."/>
		<Desc Title="Water Hazard" Text="Three water puddles appear on the lane. If a ball rolls through the water, it becomes much harder to control when it turns. This Dirty Trick can be neutralized by using the 'Meatball' Bonus."/>
		<Desc Title="Animal Magnetism" Text="Werewolves don't fetch balls, they push them away. This Trick strategically places a werewolf just outside the lane."/>

		<Desc Title="Rocket Man" Text="This Bonus turns the ball into a zombie melting goop rocket. Use the Left Mouse Button to fire the rocket when it is aimed at the zombies. This rocket will explode if it hits a zombie or other obstacle, but will completely fly over 'Mini-Corpse' zombies."/>
		<Desc Title="Zom-Bees" Text="The ball turns into a loaded bee hive. The swarm is released when the hive makes contact."/>
		<Desc Title="Pinball" Text="This ball bounces back when it hits a zombie or other obstacle, allowing the player to guide the trajectory for another hit. This ball is not affected by the 'Electroshock' Dirty Trick."/>
		<Desc Title="Gutless" Text="Eliminates the gutters, allowing the player to roll without fear of a 'Gutter Ball.' If the 'Bloated Guts' Dirty Trick has been activated, this Bonus restores the gutters to their normal size."/>
		<Desc Title="Nailed It" Text="The ball turns into a suction-dart shooter. Aim with the mouse to take 'em out across the lane. The shooter fires 10 shots in 4 seconds."/>
		<Desc Title="Military Intelligence" Text="Zombies can't resist a tasty brain. Roll this bait into the zombies for an explosive surprise."/>
		<Desc Title="Meatball" Text="This tasty treat is fragile. Collision with zombies or other obstacles will make the ball of dead meat break into pieces that gives a spicy blast to everything in their way. Water Hazards are no problem for this ball."/>
		<Desc Title="Ice, Ice, Baby" Text="Zombies are easier targets when these stiffs are encased in slippery blocks of ice. "/>
		<Desc Title="Fist Bump" Text="A giant pair of knuckle-cracking fists spanning the width of the lane is attached to the ball. A fist bump is more powerful than a normal hit from a ball."/>
		<Desc Title="Fireball" Text="A Turbo Accelerator is placed in the center of the lane. When the ball rolls over the Accelerator, it blazes forward at an amazing, zombie igniting speed."/>
		<Desc Title="Engorged Ball" Text="Makes a ball twice as big. If the 'Shrunken Ball' Dirty Trick is activated, this Bonus will bring the ball back to its original size."/>
		<Desc Title="Mirror Ball" Text="The spin of a disco mirror ball rolling down the lane mesmerizes the zombies into dancing up close and personal."/>
		<Desc Title="Builds Muscle" Text="Zombies pump up into large, easy targets to knock down. If the 'Mini-Corpse' Dirty Trick has been activated, this Bonus will return them to their original size."/>
<!--
		<Desc Title="Zombie-Nator" Text="You can use it as a Bonus before your throw or use it as a Dirty Trick before the opponent's throw. If you are lucky, the Zombie-Nator will give you three activated Bonuses or Dirty Tricks that merge into one."/>
-->
	</HelpBonusDesc>


  	<ParticleDescriptor Name="Orange">
		<Color>
			<Key T="0"   R="255" G="0" B="0"/>
			<Key T="0,7" R="255" G="157" B="0"/>
			<Key T="1"   R="0" G="0" B="0"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>
			<Key T="0,7" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="0,5" V="1,4"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="Blow">
		<Color>
			<Key T="0"   R="200" G="200" B="255"/>
			<Key T="1"   R="50" G="50" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0,6"/>
			<Key T="1"   A="1"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,3"/>
			<Key T="0,6" V="1"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="Sparkle">
		<Color>
			<Key T="0"   R="255" G="0"   B="0"/>
			<Key T="0,5" R="255" G="255" B="0"/>
			<Key T="1"   R="0"   G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,2" A="0"/>
			<Key T="0,3" A="0,8"/>
			<Key T="0,4" A="0"/>
			<Key T="0,5" A="0,6"/>
			<Key T="0,6" A="0"/>
			<Key T="0,7" A="0,4"/>
			<Key T="0,8" A="0"/>
			<Key T="0,9" A="0,2"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="0,6"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="DelaySparkle">
		<Color>
			<Key T="0"   R="255" G="0"   B="0"/>
			<Key T="0,1" R="255" G="0"   B="0"/>
			<Key T="0,55" R="255" G="255" B="0"/>
			<Key T="1"   R="0"   G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="0"/>
			<Key T="0,3" A="0,8"/>
			<Key T="0,4" A="0"/>
			<Key T="0,5" A="0,6"/>
			<Key T="0,6" A="0"/>
			<Key T="0,7" A="0,4"/>
			<Key T="0,8" A="0"/>
			<Key T="0,9" A="0,2"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="0,6"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="TrailSparkle">
		<Color>
			<Key T="0"   R="200" G="200" B="255"/>
			<Key T="1"   R="0" G="0" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>
			<Key T="1"   A="1"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0"/>
			<Key T="0,5" V="1"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>





	<ParticleDescriptor Name="VolcanoSmoke">
		<Color>
			<Key T="0"   R="255" G="255" B="0"/>
			<Key T="1"   R="51"  G="255" B="0"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,5"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="VolcanoSmokeSunset">
		<Color>
			<Key T="0"   R="51"  G="255" B="0"/>
			<Key T="1"   R="20"  G="128" B="0"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,5"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="VolcanoSmokeCemetery">
		<Color>
			<Key T="0"   R="255" G="255" B="0"/>
			<Key T="1"   R="51"  G="255" B="0"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,5"/>
			<Key T="0,25" V="0,3"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="VolcanoSmokeCrater">
		<Color>
			<Key T="0"   R="255" G="255" B="0"/>
			<Key T="0,5" R="51"  G="255" B="0"/>
			<Key T="1"   R="51"  G="255" B="0"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,5"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="VolcanoSmokeCrater2">
		<Color>
			<Key T="0"   R="255" G="255" B="102"/>
			<Key T="1"   R="255" G="255" B="102"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,5"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>






	<ParticleDescriptor Name="Plux">
		<Color>
			<Key T="0"   R="255" G="255" B="255"/>
			<Key T="1"   R="255" G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0,5"/>
			<Key T="0,3" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,2"/>
			<Key T="0,5" V="0,5"/>
			<Key T="1"   V="1,3"/>
		</Scale>
	</ParticleDescriptor>


	<ParticleDescriptor Name="TorchSmoke">
		<Color>
			<Key T="0"   R="255" G="255" B="255"/>
			<Key T="1"   R="255" G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,3" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0,1"/>
			<Key T="1"   V="0,5"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="TorchSpark">
		<Color>
			<Key T="0"   R="255" G="200" B="0"/>
			<Key T="0,5" R="255" G="0" B="0"/>
			<Key T="1"   R="0" G="0" B="0"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>

			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="0,5" V="1,4"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>



	<ParticleDescriptor Name="IceSmokeBig">
		<Color>
			<Key T="0"   R="191" G="255" B="247"/>
			<Key T="1"   R="255" G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="3"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="IceSmokeBig">
		<Color>
			<Key T="0"   R="191" G="255" B="247"/>
			<Key T="1"   R="255" G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,5" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="3"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="IceSmokeSmall">
		<Color>
			<Key T="0"   R="191" G="255" B="247"/>
			<Key T="1"   R="191" G="255" B="247"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>
			<Key T="1"   A="1"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="0"/>
			<Key T="0,3" V="1"/>
			<Key T="0,5" V="1"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>


	<ParticleDescriptor Name="Blevota">
		<Color>
			<Key T="0"   R="255" G="255" B="255"/>
			<Key T="1"   R="255" G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,1" A="1"/>
			<Key T="0,9" A="0,5"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="0,5" V="0,8"/>
			<Key T="1"   V="0"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="Glass">
		<Color>
			<Key T="0"   R="255" G="255" B="255"/>
			<Key T="1"   R="255" G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>
			<Key T="0,9" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="1"/>
		</Scale>
	</ParticleDescriptor>




	<ParticleDescriptor Name="PinBallFlash1">
		<Color>
			<Key T="0"   R="113" G="255" B="240"/>
			<Key T="1"   R="113" G="255" B="240"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="1"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="PinBallFlash2">
		<Color>
			<Key T="0"   R="253" G="129" B="129"/>
			<Key T="1"   R="253" G="129" B="129"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="1"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="PinBallFlash3">
		<Color>
			<Key T="0"   R="253" G="246" B="129"/>
			<Key T="1"   R="253" G="246" B="129"/>
		</Color>
		<Alpha>
			<Key T="0"   A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="1"/>
		</Scale>
	</ParticleDescriptor>




	<ParticleDescriptor Name="ScratchSmoke">
		<Color>
			<Key T="0"   R="236" G="193" B="45"/>
			<Key T="1"   R="255" G="255" B="255"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,3" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="2"/>
		</Scale>
	</ParticleDescriptor>

	<ParticleDescriptor Name="ScratchSmoke2">
		<Color>
			<Key T="0"   R="255" G="210" B="0"/>
			<Key T="1"   R="255" G="150" B="0"/>
		</Color>
		<Alpha>
			<Key T="0"   A="0"/>
			<Key T="0,3" A="1"/>
			<Key T="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="2"/>
		</Scale>
	</ParticleDescriptor>



<!-- Bowling Alley - Sunrise -->

  <Level Track="Ingame1"
	LightVector="0.4 2 -1,5"
	TrackTexture="models/scene_alley1/track"
	MaxVisibleDistance="2000"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="87"
	TrBackSpaceFloor="-90"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="130"
	TrNonShrinkedSpace="30"
      BodyAndBallFriction="0"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

    <CamPath TotalTime="150" TimeScale="0,0333" LookTarget="0 890 -5" SoftEnd="1">
	
	<Key Time="22,5" Pos="78,687 847,141 25,344"/>
	<Key Time="33" Pos="94,378 906,025 30,201"/>
	<Key Time="43,25" Pos="78,727 964,434 30,201"/>
	<Key Time="53,8" Pos="35,969 1007,192 30,201"/>
	<Key Time="64" Pos="-22,441 1022,843 30,201"/>
	<Key Time="74,1" Pos="-80,85 1007,192 30,201"/>
	<Key Time="84,5" Pos="-123,608 964,434 30,201"/>
	<Key Time="95,1" Pos="-139,259 906,025 30,201"/>
	<Key Time="105,1" Pos="-123,608 847,615 30,201"/>
	<Key Time="115,5" Pos="-80,85 804,857 30,201"/>
	<Key Time="126,9" Pos="-22,441 789,206 30,201"/>
	<Key Time="136" Pos="35,769 804,51 35,862"/>
	<Key Time="149" Pos="100 854,86 47,5"/>

    </CamPath>

	<ShotSpots>
		<Spot Pos="-46,683 822,406 61,179"/>
		<Spot Pos="37,383 861,683 46,189"/>
		<Spot Pos="43,672 1035,863 39,285"/>
		<Spot Pos="-1,847 998,506 100,539"/>
		<Spot Pos="2,223 1016,468 -105,72"/>
	</ShotSpots>

	<Gfx Model="scene_alley1_sky"		Blending="None" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_alley1_sky_moon"	Blending="Default" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_alley1_sky_clouds"	Blending="Default" Sky="1" SkyRotateSpeed="1,5"/>
	<Gfx Model="scene_alley1_solid"	Collide="1" Blending="None" Lighting="1"/>
	<Gfx Model="scene_alley1_trans"	Collide="0" Blending="Default" Lighting="0"/>
	<Gfx Ani="neon" Direction="0 -1 0" Position="-148 876 102" TimeScale="2" Scale="0,55"/>
	<Gfx Ani="tv_noise" Angles="105 -18 0" Position="104 347 70" TimeScale="1" ScaleX="0,4" ScaleY="0,33"/>

	<Ambient Sound="AmbientAlley"/>
  </Level>



<!-- Bowling Alley - Day -->

  <Level Track="Ingame1"
	LightVector="0.4 2 -1,5"
	TrackTexture="models/scene_alley2/track"
	MaxVisibleDistance="2000"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="87"
	TrBackSpaceFloor="-90"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="130"
	TrNonShrinkedSpace="30"
      BodyAndBallFriction="0"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

    <CamPath TotalTime="150" TimeScale="0,0333" LookTarget="0 890 -5" SoftEnd="1">
	
	<Key Time="22,5" Pos="78,687 847,141 25,344"/>
	<Key Time="33" Pos="94,378 906,025 30,201"/>
	<Key Time="43,25" Pos="78,727 964,434 30,201"/>
	<Key Time="53,8" Pos="35,969 1007,192 30,201"/>
	<Key Time="64" Pos="-22,441 1022,843 30,201"/>
	<Key Time="74,1" Pos="-80,85 1007,192 30,201"/>
	<Key Time="84,5" Pos="-123,608 964,434 30,201"/>
	<Key Time="95,1" Pos="-139,259 906,025 30,201"/>
	<Key Time="105,1" Pos="-123,608 847,615 30,201"/>
	<Key Time="115,5" Pos="-80,85 804,857 30,201"/>
	<Key Time="126,9" Pos="-22,441 789,206 30,201"/>
	<Key Time="136" Pos="35,769 804,51 35,862"/>
	<Key Time="149" Pos="100 854,86 47,5"/>

    </CamPath>

	<ShotSpots>
		<Spot Pos="-46,683 822,406 61,179"/>
		<Spot Pos="37,383 861,683 46,189"/>
		<Spot Pos="43,672 1035,863 39,285"/>
		<Spot Pos="-1,847 998,506 100,539"/>
		<Spot Pos="2,223 1016,468 -105,72"/>
	</ShotSpots>

	<Gfx Model="scene_alley2_sky"		Blending="None" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_alley2_sky_moon"	Blending="Default" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_alley2_sky_clouds"	Blending="Default" Sky="1" SkyRotateSpeed="1,5"/>
	<Gfx Model="scene_alley2_solid"	Collide="1" Blending="None" Lighting="1"/>
	<Gfx Model="scene_alley2_trans"	Collide="0" Blending="Default" Lighting="0"/>
	<Gfx Ani="neon2" Direction="0 -1 0" Position="-148 876 102" TimeScale="2" Scale="0,55"/>
	<Gfx Ani="tv_noise2" Angles="105 -18 0" Position="104 347 70" TimeScale="1" ScaleX="0,4" ScaleY="0,33"/>

	<Ambient Sound="AmbientAlley"/>
  </Level>



<!-- Town Main Street - Sunset -->

  <Level Track="Ingame2"
	LightVector="0.4 2 -1,5"
	TrackTexture="models/scene_street1/track"
	MaxVisibleDistance="2000"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="87"
	TrBackSpaceFloor="-90"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="500"
	TrNonShrinkedSpace="30"
      BodyAndBallFriction="0"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

    <CamPath TotalTime="150" TimeScale="0,0333" LookTarget="0 890 -5" SoftEnd="1">
	
	<Key Time="22,5" Pos="78,687 847,141 25,344"/>
	<Key Time="33" Pos="94,378 906,025 30,201"/>
	<Key Time="43,25" Pos="78,727 964,434 30,201"/>
	<Key Time="53,8" Pos="35,969 1007,192 30,201"/>
	<Key Time="64" Pos="-22,441 1022,843 30,201"/>
	<Key Time="74,1" Pos="-80,85 1007,192 30,201"/>
	<Key Time="84,5" Pos="-123,608 964,434 30,201"/>
	<Key Time="95,1" Pos="-139,259 906,025 30,201"/>
	<Key Time="105,1" Pos="-123,608 847,615 30,201"/>
	<Key Time="115,5" Pos="-80,85 804,857 30,201"/>
	<Key Time="126,9" Pos="-22,441 789,206 30,201"/>
	<Key Time="136" Pos="35,769 804,51 35,862"/>
	<Key Time="149" Pos="100 854,86 47,5"/>

    </CamPath>

	<ShotSpots>
		<Spot Pos="-46,683 822,406 61,179"/>
		<Spot Pos="37,383 861,683 46,189"/>
		<Spot Pos="43,672 1035,863 39,285"/>
		<Spot Pos="-1,847 998,506 100,539"/>
		<Spot Pos="2,223 1016,468 -105,72"/>
	</ShotSpots>

	<Gfx Model="scene_street1_sky"		Blending="None" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_street1_sky_moon"	Blending="Default" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_street1_sky_clouds"	Blending="Default" Sky="1" SkyRotateSpeed="1,5"/>
	<Gfx Model="scene_street1_sky_back"	Blending="Default" Sky="1" SkyRotateSpeed="0" OffsetFactor = "0,2"/>
	<Gfx Class="TCraterSmokeSunset"		Blending="Default" Sky="1" OffsetFactor = "0,2"/>
	<Gfx Model="scene_street1_solid"	Blending="None" Collide="1" Lighting="1"/>
	<Gfx Model="scene_street1_fluger"	Blending="Default"/>
<!--
	<Gfx Ani="Scene2sunset_light2" Axis="Z" Position="72 143 2" Scale="5" TimeScale="1"/>
	<Gfx Ani="Scene2sunset_light2" Axis="Z" Position="-100 138 2" Scale="5" TimeScale="1,1"/>
	<Gfx Ani="Scene2sunset_light2" Axis="Z" Position="-90 495 2" Scale="5" TimeScale="1,2"/>
	<Gfx Ani="Scene2sunset_light2" Axis="Z" Position="-97 851 2" Scale="5" TimeScale="0,8"/>
	<Gfx Ani="Scene2sunset_light2" Axis="Z" Position="76 865 2" Scale="5" TimeScale="0,9"/>
-->
	<Gfx Model="scene_street1_trans"	Blending="Default"/>

	<Gfx Ani="Scene2sunset_light2" Position="72 143 72" Direction="Camera" Scale="1" DepthTest="0" TimeScale="1"/>
	<Gfx Ani="Scene2sunset_light2" Position="-100 138 72" Direction="Camera" Scale="1" DepthTest="0" TimeScale="1,1"/>
<!--	<Gfx Ani="Scene2sunset_light" Position="-90 495 81" Direction="Camera" Scale="1" DepthTest="0" TimeScale="1,2"/>
	<Gfx Ani="Scene2sunset_light2" Position="-97 851 73" Direction="Camera" Scale="1" DepthTest="0" TimeScale="0,8"/>
	<Gfx Ani="Scene2sunset_light2" Position="76 865 72" Direction="Camera" Scale="1" DepthTest="0" TimeScale="0,9"/>
-->
	<Ambient Sound="AmbientStreet"/>

  </Level>



<!-- Town Main street - Night -->

  <Level Track="Ingame2"
	LightVector="0.4 2 -1,5"
	TrackTexture="models/scene_street2/track"
	MaxVisibleDistance="2000"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="87"
	TrBackSpaceFloor="-90"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="500"
	TrNonShrinkedSpace="30"
      BodyAndBallFriction="0"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

    <CamPath TotalTime="150" TimeScale="0,0333" LookTarget="0 890 -5" SoftEnd="1">
	
	<Key Time="22,5" Pos="78,687 847,141 25,344"/>
	<Key Time="33" Pos="94,378 906,025 30,201"/>
	<Key Time="43,25" Pos="78,727 964,434 30,201"/>
	<Key Time="53,8" Pos="35,969 1007,192 30,201"/>
	<Key Time="64" Pos="-22,441 1022,843 30,201"/>
	<Key Time="74,1" Pos="-80,85 1007,192 30,201"/>
	<Key Time="84,5" Pos="-123,608 964,434 30,201"/>
	<Key Time="95,1" Pos="-139,259 906,025 30,201"/>
	<Key Time="105,1" Pos="-123,608 847,615 30,201"/>
	<Key Time="115,5" Pos="-80,85 804,857 30,201"/>
	<Key Time="126,9" Pos="-22,441 789,206 30,201"/>
	<Key Time="136" Pos="35,769 804,51 35,862"/>
	<Key Time="149" Pos="100 854,86 47,5"/>

    </CamPath>

	<ShotSpots>
		<Spot Pos="-46,683 822,406 61,179"/>
		<Spot Pos="37,383 861,683 46,189"/>
		<Spot Pos="43,672 1035,863 39,285"/>
		<Spot Pos="-1,847 998,506 100,539"/>
		<Spot Pos="2,223 1016,468 -105,72"/>
	</ShotSpots>

	<Gfx Model="scene_street2_sky"		Blending="None" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_street2_sky_moon"	Blending="Default" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_street2_sky_clouds"	Blending="Default" Sky="1" SkyRotateSpeed="1,5"/>
	<Gfx Model="scene_street2_sky_back"	Blending="Default" Sky="1" SkyRotateSpeed="0" OffsetFactor = "0,2"/>
	<Gfx Class="TCraterSmoke"		Blending="Default" Sky="1" OffsetFactor = "0,2"/>
	<Gfx Model="scene_street2_solid"	Blending="None" Collide="1" Lighting="1"/>
	<Gfx Model="scene_street2_fluger"	Blending="Default"/>

	<Gfx Ani="Scene2night_light2" Axis="Z" Position="72 143 2" Scale="5" TimeScale="1"/>
	<Gfx Ani="Scene2night_light2" Axis="Z" Position="-100 138 2" Scale="5" TimeScale="1,1"/>
	<Gfx Ani="Scene2night_light2" Axis="Z" Position="-90 495 2" Scale="5" TimeScale="1,2"/>
	<Gfx Ani="Scene2night_light2" Axis="Z" Position="-97 851 2" Scale="5" TimeScale="0,8"/>
	<Gfx Ani="Scene2night_light2" Axis="Z" Position="76 865 2" Scale="5" TimeScale="0,9"/>

	<Gfx Model="scene_street2_trans"	Blending="Default"/>

	<Gfx Ani="Scene2night_light" Position="72 143 72" Direction="Camera" Scale="1,5" DepthTest="0" TimeScale="1"/>
	<Gfx Ani="Scene2night_light" Position="-100 138 72" Direction="Camera" Scale="1,5" DepthTest="0" TimeScale="1,1"/>
	<Gfx Ani="Scene2night_light" Position="-90 495 81" Direction="Camera" Scale="1" DepthTest="0" TimeScale="1,2"/>
	<Gfx Ani="Scene2night_light2" Position="-97 851 73" Direction="Camera" Scale="1" DepthTest="0" TimeScale="0,8"/>
	<Gfx Ani="Scene2night_light2" Position="76 865 72" Direction="Camera" Scale="1" DepthTest="0" TimeScale="0,9"/>

	<Ambient Sound="AmbientStreet"/>
  </Level>



<!-- Cemetery - Late Night -->

  <Level Track="Ingame3"
	LightVector="0.4 2 -1,5"
	TrackTexture="models/scene_cemetery1/track"
	MaxVisibleDistance="2000"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="87"
	TrBackSpaceFloor="-90"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="500"
	TrNonShrinkedSpace="30"
      BodyAndBallFriction="0"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

    <CamPath TotalTime="150" TimeScale="0,0333" LookTarget="0 890 -5" SoftEnd="1">
	
	<Key Time="22,5" Pos="78,687 847,141 25,344"/>
	<Key Time="33" Pos="94,378 906,025 30,201"/>
	<Key Time="43,25" Pos="78,727 964,434 30,201"/>
	<Key Time="53,8" Pos="35,969 1007,192 30,201"/>
	<Key Time="64" Pos="-22,441 1022,843 30,201"/>
	<Key Time="74,1" Pos="-80,85 1007,192 30,201"/>
	<Key Time="84,5" Pos="-123,608 964,434 30,201"/>
	<Key Time="95,1" Pos="-139,259 906,025 30,201"/>
	<Key Time="105,1" Pos="-123,608 847,615 30,201"/>
	<Key Time="115,5" Pos="-80,85 804,857 30,201"/>
	<Key Time="126,9" Pos="-22,441 789,206 30,201"/>
	<Key Time="136" Pos="35,769 804,51 35,862"/>
	<Key Time="149" Pos="100 854,86 47,5"/>

    </CamPath>

	<ShotSpots>
		<Spot Pos="-46,683 822,406 61,179"/>
		<Spot Pos="37,383 861,683 46,189"/>
		<Spot Pos="43,672 1035,863 39,285"/>
		<Spot Pos="-1,847 998,506 100,539"/>
		<Spot Pos="2,223 1016,468 -105,72"/>
	</ShotSpots>

	<Gfx Model="scene_cemetery1_sky"	Blending="None" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_cemetery1_sky_moon"	Blending="Default" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_cemetery1_sky_clouds"	Blending="Default" Sky="1" SkyRotateSpeed="1,5"/>
	<Gfx Class="TCraterSmokeCemetery"		Blending="Default" Sky="1" OffsetFactor = "0,2"/>
	<Gfx Model="scene_cemetery1_sky_back"	Blending="Default" Sky="1" SkyRotateSpeed="0" OffsetFactor = "0,2"/>
	<Gfx Model="scene_cemetery1_solid"	Collide="1" Blending="None" Lighting="1"/>

	<Gfx Ani="Scene3night_light2" Axis="Z" Position="72 143 0,5" Scale="5" TimeScale="1"/>

	<Gfx Model="scene_cemetery1_trans"	Collide="0" Blending="Default" Lighting="0"/>

	<Gfx Ani="Scene3night_light" Position="72 143 72" Direction="Camera" Scale="1,5" DepthTest="0" TimeScale="1"/>

	<Ambient Sound="AmbientCemetery"/>
  </Level>



<!-- Cemetery Crater - Hell Night -->

  <Level Track="Ingame3"
	LightVector="0.4 2 -1,5"
	TrackTexture="models/scene_cemetery2/track"
	MaxVisibleDistance="2000"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="87"
	TrBackSpaceFloor="-90"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="500"
	TrNonShrinkedSpace="30"
      BodyAndBallFriction="0"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

    <CamPath TotalTime="150" TimeScale="0,0333" LookTarget="0 890 -5" SoftEnd="1">
	
	<Key Time="22,5" Pos="78,687 847,141 25,344"/>
	<Key Time="33" Pos="94,378 906,025 30,201"/>
	<Key Time="43,25" Pos="78,727 964,434 30,201"/>
	<Key Time="53,8" Pos="35,969 1007,192 30,201"/>
	<Key Time="64" Pos="-22,441 1022,843 30,201"/>
	<Key Time="74,1" Pos="-80,85 1007,192 30,201"/>
	<Key Time="84,5" Pos="-123,608 964,434 30,201"/>
	<Key Time="95,1" Pos="-139,259 906,025 30,201"/>
	<Key Time="105,1" Pos="-123,608 847,615 30,201"/>
	<Key Time="115,5" Pos="-80,85 804,857 30,201"/>
	<Key Time="126,9" Pos="-22,441 789,206 30,201"/>
	<Key Time="136" Pos="35,769 804,51 35,862"/>
	<Key Time="149" Pos="100 854,86 47,5"/>

    </CamPath>

	<ShotSpots>
		<Spot Pos="-46,683 822,406 61,179"/>
		<Spot Pos="37,383 861,683 46,189"/>
		<Spot Pos="43,672 1035,863 39,285"/>
		<Spot Pos="-1,847 998,506 100,539"/>
		<Spot Pos="2,223 1016,468 -105,72"/>
	</ShotSpots>

	<Gfx Model="scene_cemetery2_sky"	Blending="None" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_cemetery2_sky_moon"	Blending="Default" Sky="1" SkyRotateSpeed="0"/>
	<Gfx Model="scene_cemetery2_sky_clouds"	Blending="Default" Sky="1" SkyRotateSpeed="1,5"/>
	<Gfx Model="scene_cemetery2_sky_back"	Blending="Default" Sky="1" SkyRotateSpeed="0" OffsetFactor = "0,2"/>
	<Gfx Model="scene_cemetery2_solid"	Collide="1" Blending="None" Lighting="1"/>

<!--	<Gfx Model="new_elf"	Position="-14,289 800 0" Collide="0" Blending="None" Lighting="1" Scale="0,06" AnimScale="0"/> 
	<Gfx Model="new_elf"	Position="-4,763 800 0" Collide="0" Blending="None" Lighting="1" Scale="0,06"/>
	<Gfx Model="new_elf"	Position="4,763 800 0" Collide="0" Blending="None" Lighting="1" Scale="0,06"/>
	<Gfx Model="new_elf"	Position="14,289 800 0" Collide="0" Blending="None" Lighting="1" Scale="0,06"/> -->

	<Gfx Model="scene_cemetery2_trans"	Collide="0" Blending="Default" Lighting="0"/>
	<Gfx Class="TCraterSmokeVolkano"	Blending="Default"/>

	<Ambient Sound="AmbientCemetery"/>
	<Ambient Sound="HellFire" Position="0 1000 -30"/>
  </Level>



</AnotherElfBowling>
