LEGOLAND/Unused Text/Script Comments

FreePlayTest.txt
Lines 1-6:
 * 1) LEVEL OBJECTIVE SCRIPT FOR FREEPLAY MODE. No Objectives just
 * 2) Some initial conditions.
 * 1) LEVEL OBJECTIVE SCRIPT FOR FREEPLAY MODE. No Objectives just
 * 2) Some initial conditions.

Line 25: MAP "freeplay big map"		# What map to use

Line 29: EntranceFee	0		# How much for each visitor

ObjList1.txt
Lines 1-13:
 * 1) Last Edited: 0900 31/01/00 PB
 * 2) TUTORIAL 01 SCRIPT
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 16: MAP "one"		# What map to use

Lines 21-23: CURRENCY 1000	# How much "Money" to start level ENTRANCEFEE 10	# How much for each visitor LOOKAT 81, 40	# start with view of park entrance

Lines 25-26: WORKERS 0, 0	# No need for gardeners or mechanics on this level FEATURE RIDEWEAR 0	# No ride degradation in this level

Line 29: # Only LEGOLAND theme in use

Line 37:
 * 1) OBJECTS -

Lines 42-46:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 52:
 * 1) Objective 1: Build Space Tower Ride

Line 76:
 * 1) Space Tower ride must stay built

Line 85:
 * 1) Space Tower ride must stay linked

Line 94:
 * 1) Objective 2: Link the LEGO Toy Shop to the entrance path

Line 113:
 * 1) LEGO Toy Shop must stay linked

Line 123:
 * 1) Objective Three: Erase the LEGO Toy Shop

Line 146:
 * 1) Wait for END LEVEL button

ObjList2.txt
Lines 1-14:
 * 1) Last Edited 1130 31/01/00 PB
 * 2) TUTORIAL 02 SCRIPT
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 17: MAP "two"		# What map to use

Lines 21-23: CURRENCY 1000		# How much "Money" to start level ENTRANCEFEE 10		# How much for each visitor GARDENER(48,5) 4	# Place four trapped gardeners

Lines 26-27: WORKERS 1, 0		# Gardeners required for this level FEATURE RideWear 0	# No degradation of rides

Line 30: # Only LEGOLAND theme used

Line 37:
 * 1) OBJECTS -

Line 39: ######### LEGOLAND SCENERY #######

Line 45: ######### LEGOLAND OBJECTS #######

Lines 51-55:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 68:
 * 1) First objective rescue the trapped gardeners.

Line 78:
 * 1) Second objective - plant some flowers (5)

Line 112:
 * 1) Third objective: plant five pine trees

Line 148:
 * 1) Objective 4: Erase the LEGO Media Shop and LEGO Toy Shop

Line 168:
 * 1) Objective 5: Put a fountain where the Toy Shop used to be.

Line 176:
 * 1) Wait for end level button

ObjList3.txt
Lines 1-14:
 * 1) Last Edited: 1655 13/02/00 PB
 * 2) TUTORIAL 03 SCRIPT
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 17: MAP "three"		# What map to use

Lines 22-23: CURRENCY 1200	# How much "Money" to start level ENTRANCEFEE 10	# How much for each visitor

Line 26: WORKERS 1, 0				# Gardeners required on this level

Lines 28-29: FEATURE RIDEWEAR 0			# Rides should not degrade FEATURE HUNGER 0			# No hungry poeple in this park

Line 32: ###### - Only LEGOLAND theme is used

Line 39:
 * 1) OBJECTS -

Line 41: ######### LEGOLAND SCENERY #######

Line 47: ######### LEGOLAND OBJECTS #######

Lines 55-59
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 62:
 * 1) First objective: create a gardener.

Line 71:
 * 1) Second objective: Make five more gardeners.

Line 113:
 * 1) Third Objective: Place scenery along paths(25% coverage plus at least one of each object).

Line 125:
 * 1) Fourth objective: Place Space Tower Ride

Line 136:
 * 1) Fifth objective: Place small power station

Line 160:
 * 1) Sixth Objective: Build two shops

Line 171:
 * 1) Seventh Objective: Build Spider Ride

Line 181:
 * 1) Eighth objective: Use the map to place another power station

Line 190:
 * 1) Wait for END LEVEL button

ObjList4.txt
Lines 1-14:
 * 1) Last Edited: 1730 13/02/00 PB
 * 2) TUTORIAL 04 SCRIPT
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 17: MAP "Four"		# What map to use

Lines 22-23: CURRENCY 450		# How much "Money" to start level ENTRANCEFEE 10		# How much for each visitor

Line 25: WORKERS 0, 1		# No gardeners this level

Line 27: Feature Ridewear 0	# Only manual ride degradation on this level

Line 32: ##### Only LEGOLAND theme is used

Line 39:
 * 1) OBJECTS -

Line 41: ######### LEGOLAND SCENERY #######

Line 43: ######### LEGOLAND OBJECTS #######

Lines 52-56:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 66:
 * 1) Objective one: Use query to check damage on rides

Line 78:
 * 1) Objective two: Build copters ride

Line 87:
 * 1) Objective three: Make a mechanic

Line 95:
 * 1) Objective four: prioritise repair of Space Tower Ride

Line 103:
 * 1) Objective five: make more mechanics and repair all rides

Line 136:
 * 1) Wait for End Level button

ObjList5.txt
Lines 1-14:
 * 1) Last Edited: 1745 13/02/00 PB
 * 2) TUTORIAL 05 SCRIPT - Big Rides and the Wild West
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 17: MAP "five"		# What map to use

Lines 21-23: CURRENCY 1000	# How much "Money" to start level ENTRANCEFEE 10	# How much for each visitor LOOKAT 50, 25	# start with view of park entrance

Line 25: WORKERS 1, 1	# Need both gardeners and mechanics

Line 32: # LEGOLAND & Western themes in use

Line 39:
 * 1) OBJECTS -

Line 56: #### Set up incomplete boating school ride

Lines 76-80:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 92:
 * 1) Rides mustn't be broken

Line 98: FIXRIDES 0, 25	# No Rides under 25% health

Line 102:
 * 1) Objective one: Plant out garden

Line 122:
 * 1) Objective two: replace gardeners in hut

Line 131:
 * 1) Objective three: Build a power station

Line 146:
 * 1) Objective four: Build five mechanics

Line 174:
 * 1) Objective six: Link the boating school to the entrance

Line 184:
 * 1) Objective seven: Loop the boating school water

Line 208:
 * 1) Objective eight: Look at new Western rides

Line 223:
 * 1) Objective nine: Place Western rides in themed zone.

Line 234:
 * 1) Wait for END LEVEL button

ObjList6.txt
Lines 1-14:
 * 1) Last Edited: 1300 03/02/00 PB
 * 2) GAME LEVEL ONE - MONEY MASTER
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Lines 23-24: CURRENCY 550	# How much "Money" to start level ENTRANCEFEE 15	# How much for each visitor

Line 26: LOOKAT 67, 53	# start with view of park entrance

Line 36: # LEGOLAND & Western themes in use

Line 58:
 * 1) OBJECTS -

Line 62-71: # SCENERY ENABLE "HEDGE"		#1 ENABLE "CACTUS 1"	#2 ENABLE "FLOWERS"	#3 ENABLE "TREE 1"		#4 LOAD "CACTI 1" 		#5 LOAD "BUSH 1"		#6 LOAD "FLOWER BED 1"	#7 LOAD "BARREL"		#8 LOAD "CACTUS 2"		#9

Lines 73-79: # FOOD LOAD "CHUCK WAGON"	#1 LOAD "OCTOPUS CAFE"	#2 LOAD "SHARK CAFE"	#3 LOAD "RESTAURANT 1"	#4 LOAD "FOODCART FOOD"	#5 LOAD "FOODCART DRINK"	#6

Lines 101-105:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

ObjList7.txt
Lines 1-16:
 * 1) Last Edited: 0900 03/02/00 PB
 * 2) GAME LEVEL TWO - The aim of this level is to build a successful park with a Log Flume. After
 * 3) 		  that you are awarded with a new area. You must fill that with rides until a new
 * 4) 		  surprise theme is unveiled. The castle theme with the Sensory Coaster.
 * 5) Section Headings
 * 6) 	[INIT]			- Start the initialisation section
 * 7) 	[OBJECTIVE]		- Start a new objective section
 * 8) 	[ONEOFF]		- Following objectives need to be done once
 * 9) 	[ONGOING]		- Following Objs are checked until section completed
 * 10) 	[PERMANENT]		- Following Objs are checked until level completed
 * 11) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 12) 	[END]			- End of the script
 * 1) 	[ONGOING]		- Following Objs are checked until section completed
 * 2) 	[PERMANENT]		- Following Objs are checked until level completed
 * 3) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 4) 	[END]			- End of the script

Lines 25-27: CURRENCY 850	# How much "Money" to start level ENTRANCEFEE 5	# How much for each visitor LOOKAT 88, 52	# start with view of park entrance

Line 37: # LEGOLAND & Western themes in use

Line 61:
 * 1) OBJECTS -

Line 63: # Objects reused on level

Line 67-80: # SCENERY ENABLE "FLOWERS"		#1 ENABLE "HEDGE"			#2 ENABLE "TREE 1"			#3 ENABLE "CACTI 1"		#4 ENABLE "BUSH 1"			#5 ENABLE "BARREL"			#6 LOAD "CACTUS 1"			#7 LOAD "CACTUS 2"			#8 LOAD "CASTLE TREE 1"		#9 LOAD "CASTLE TREE 2"		#10 LOAD "CASTLE WELL"		#11 LOAD "FLOWER BED 2"		#12 LOAD "SHARK CAFE BROLLY"	#13

Lines 82-88: # FOOD ENABLE "OCTOPUS CAFE"		#1 ENABLE "SHARK CAFE"		#2 ENABLE "RESTAURANT 2"		#3 ENABLE "FOODCART FOOD"		#4 LOAD "CHUCK WAGON"		#5 LOAD "CASTLE BBQ"		#6

Line 107: # Objects introduced on level

Line-120-124:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 300: FOREVER # added 14/3/00

ObjList8.txt
Lines 1-15:
 * 1) Last Edited: 0900 01/02/00 PB
 * 2) GAME LEVEL THREE - Novelty level: The park gardeners have got carried away. the park has been
 * 3) 		  filled by a large maze. The player must unblock the paths so that there is access
 * 4) 		  to all the rides and then manually add paths.
 * 5) Section Headings
 * 6) 	[INIT]			- Start the initialisation section
 * 7) 	[OBJECTIVE]		- Start a new objective section
 * 8) 	[ONEOFF]		- Following objectives need to be done once
 * 9) 	[ONGOING]		- Following Objs are checked until section completed
 * 10) 	[PERMANENT]		- Following Objs are checked until level completed
 * 11) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 12) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Lines 24-26: CURRENCY 0	# How much "Money" to start level ENTRANCEFEE 0	# How much for each visitor LOOKAT 67, 52	# start with view of park entrance

Line 28: WORKERS 1, 0	# No need for gardeners or mechanics on this level

Line 35: # LEGOLAND & Western themes in use

Lines 42-43: These are commented out level objectives.
 * 1) 	APPRAISAL 5, "Lose.txt", ""
 * 2) 	FEATURE INSPECTOR 1

Line 48:
 * 1) OBJECTS -

Lines 51-55:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

ObjList9.txt
Lines 1-16:
 * 1) Last Edited: 1215 03/02/00 PB
 * 2) GAME LEVEL 4 - Build and maintain the park. When this has happened the player is informed that the
 * 3) 		 weeks takings were hidden under one of the rides when it was being built. The player
 * 4) 		 must find the treasure. There is increased damage. Try to get five people on the
 * 5) 		 Sensory Coaster.
 * 6) Section Headings
 * 7) 	[INIT]			- Start the initialisation section
 * 8) 	[OBJECTIVE]		- Start a new objective section
 * 9) 	[ONEOFF]		- Following objectives need to be done once
 * 10) 	[ONGOING]		- Following Objs are checked until section completed
 * 11) 	[PERMANENT]		- Following Objs are checked until level completed
 * 12) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 13) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Lines 25-27: CURRENCY 700	# How much "Money" to start level ENTRANCEFEE 20	# How much for each visitor LOOKAT 115, 45	# start with view of park entrance

Line 36: # LEGOLAND & Western themes in use

Line 60:
 * 1) OBJECTS -

Lines 69-84: # SCENERY ENABLE "CASTLE TREE 1"		#1 ENABLE "SHARK CAFE BROLLY"	#2 LOAD "HEDGE"			#3 LOAD "MINI PINE TREE"		#4 LOAD "BUSH 1"			#5 LOAD "FLOWERS"			#6 LOAD "TREE 1"			#7 LOAD "FLOWER BED 3"		#8 LOAD "CACTI 1"			#9 LOAD "CACTUS 2"			#10 LOAD "CACTI 3"			#11 LOAD "BARREL"			#12 LOAD "CASTLE TREE 2"		#13 LOAD "CASTLE WELL"		#14 ENABLE "CACTUS 1"		#15

Lines 86-92: # FOOD ENABLE "OCTOPUS CAFE"		#1 ENABLE "SHARK CAFE"		#2 ENABLE "RESTAURANT 1"		#3 ENABLE "FOODCART FOOD"		#4 LOAD "CHUCK WAGON"		#5 LOAD "CASTLE BBQ"		#6

Line 110: #LOAD "LOG FLUME DROP" This is commented out code that normally would load an unused ride attachment.

Lines 124-128:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 166: #NEEDIN "CRYSTAL POWER STATION", 1, 103,57, 112,69 This is commented out code.

Line 177: #PROMPT "Build up the park using ten different LEGOLAND attractions.@OBJLIST9_07.WAV" This is commented out code that normally would play some unused dialog.

Lines 211-212: #GIVE "FORT" NOPOPUP #GIVE "SPINNING BARRELS RIDE" NOPOPUP This is commented out code that normally would load two rides. This was most likely commented out as players are given these rides earlier in the game.

Line 232: #GIVE "LOG FLUME DROP" This is commented out code that normally would give the player an unused ride attachment.

Line 238: #GIVE "CACTUS 1" NOPOPUP This is commented out code that normally would give the player scenery.

Line 285: #GIVE "CASTLE LEVEL 1" NOPOPUP This is commented out code that normally would give the player a ride.

Line 298: #PROMPT "Build at least fifteen attractions from the LEGOLAND menu.@OBJLIST9_28.WAV" This is commented out code that normally would play some unused dialog.

Line 301-302: PURGE # ADDED 16/3/00 #CURRENCY 200	# Added 31/3/00 Just enough money to remove and rebuild rides The second line is commented out code.

Line 309: #CURRENCY 500	# Set currenct back to 500 (Could potentially already have more, but highly unlikely). This is commented out code.

Line 329: FOREVER # added 14/3/00

ObjList10.txt
Line 1-18:
 * 1) Last Edited: 1440 03/02/00 PB
 * 2) GAME LEVEL FIVE - Build a park in a confined area. The map should only allow room for you to place
 * 3) 		   all the rides if you place them in the correct positions. When this has been
 * 4) 		   satisfied, you can place you gain access to the outer layer, which had previously
 * 5) 		   been blocked by a bridge. This outer layer allows you to place the log flume around
 * 6) 		   the park. Once someone has gone on the log flume you gain access to the final area
 * 7) 		   where you can place new rides from the castle theme.
 * 8) Section Headings
 * 9) 	[INIT]			- Start the initialisation section
 * 10) 	[OBJECTIVE]		- Start a new objective section
 * 11) 	[ONEOFF]		- Following objectives need to be done once
 * 12) 	[ONGOING]		- Following Objs are checked until section completed
 * 13) 	[PERMANENT]		- Following Objs are checked until level completed
 * 14) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 15) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 21: MAP "GLFIVE"		# What map to use

Line 27-29: CURRENCY 1000	# How much "Money" to start level ENTRANCEFEE 25	# How much for each visitor LOOKAT 113, 47	# start with view of park entrance

Line 38: # LEGOLAND & Western themes in use

Line 63:
 * 1) OBJECTS -

Lines 69-84: # SCENERY ENABLE "FLOWERS"		#1 ENABLE "MINI PINE TREE"		#2 ENABLE "TREE 1"			#3 ENABLE "HEDGE"			#4 LOAD "CACTI 1"			#5 LOAD "CASTLE TREE 1"		#6 LOAD "BUSH 1"			#7 LOAD "CACTUS 1"			#8 LOAD "CACTUS 2"			#9 LOAD "KEEP"			#10 LOAD "CASTLE WELL"		#11 LOAD "CASTLE TREE 3"		#12 LOAD "CASTLE TREE 2"		#13 LOAD "BARREL"			#14 LOAD "SHARK CAFE BROLLY"	#15

Lines 86-92: # FOOD LOAD "CASTLE BBQ"		#1 LOAD "CHUCK WAGON"		#2 LOAD "FOODCART DRINK"		#3 LOAD "FOODCART FOOD"		#4 LOAD "FOODCART ICECREAM"	#5 LOAD "SHARK CAFE"		#6

Line 117: #LOAD "LOG FLUME DROP" This is commented out code that normally would load an unused ride attachment.

Lines 128-132:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 138: UNGLUE 39,1, 39,100 # ADDED 3/4/00 TO UNGLUE PATHWAY

Lines 164-165: # RSIDE # LSIDE This is commented out code.

Line 301: FOREVER # added 14/3/00

ObjList11.txt
Lines 1-14:
 * 1) Last Edited: 1630 05/02/00 PB
 * 2) GAME LEVEL SIX - Aliens are stealing the player's rides. First of all you have to build a large
 * 3) 		  successful park.Then strangely, the rides start to disappear.
 * 4) Section Headings
 * 5) 	[INIT]			- Start the initialisation section
 * 6) 	[OBJECTIVE]		- Start a new objective section
 * 7) 	[ONEOFF]		- Following objectives need to be done once
 * 8) 	[ONGOING]		- Following Objs are checked until section completed
 * 9) 	[PERMANENT]		- Following Objs are checked until level completed
 * 10) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 11) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Lines 23-25: CURRENCY 1100	# How much "Money" to start level ENTRANCEFEE 20	# How much for each visitor LOOKAT 132,50	# start with view of park entrance

Line 58:
 * 1) OBJECTS -

Lines 62-78: # SCENERY ENABLE "CASTLE WELL"		#1 LOAD "SHRUB"			#2 LOAD "BARREL"			#3 LOAD "CACTUS 1"			#4 LOAD "CACTUS 2"			#5 LOAD "CACTUS 3"			#6 LOAD "KEEP"			#7 LOAD "HEDGE"			#8 LOAD "BUSH 1"			#9 LOAD "FLOWER BED 1"		#10 LOAD "TREE 1"			#11 LOAD "CASTLE TREE 1"		#12 LOAD "CASTLE TREE 2"		#13 LOAD "CASTLE TREE 3"		#14 LOAD "PLANTS 1"			#15 LOAD "PLANTS 4"			#16

Lines 80-88: # FOOD LOAD "OCTOPUS CAFE"		#1 LOAD "RESTAURANT 1"		#2 LOAD "CHUCK WAGON"		#3 LOAD "CASTLE BBQ"		#4 LOAD "FOODCART ICECREAM"	#5 LOAD "FOODCART DRINK"		#6 LOAD "FOODCART FOOD"		#7 LOAD "RESTAURANT 2"		#8

Lines 90-97: # SHOPS LOAD "LEGO SHOP 1"		#1 LOAD "LEGO SHOP 2"		#2 LOAD "LEGO MEDIA SHOP"		#3 LOAD "BANK"			#4 LOAD "GENERAL STORE"		#5 LOAD "SHERIFF"			#6 LOAD "SALOON"			#7

Lines 130-134:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 341: [OBJECTIVE] # AMENDED SCRIPT HERE 4/4/00

Line 344: #PROMPT "Try and get at least 20 visitors back into your park.@OBJLIST11_34.WAV" This is commented out code that normally would play some unused dialog.

Line 346: #APW: Added these so the visitor check isn't instantly passed due to them already being there.

Line 352: #CLEAR 67,0, 119,43 # bottom right This is commented out code.

Lines 363-364: The second line is commented out code that normally would play some unused dialog.
 * 1) THIS TEXT IS SPARE, HAVEN'T PUT IN INTRODUCTION TO ADVENTURERS YET, WILL DO WHEN ARRANGING RIDES NEXT WEEK"
 * 2) INTRO Wow, you've got a new theme from the Professor. It's the Inca Adventurer's theme, see if you can use some of the new attractions.@OBJLIST11_37.WAV"

Line 371: FOREVER # added 14/3/00

ObjList12.txt
Lines 1-3:
 * 1) Last Edited: 0950 03/02/00 PB
 * 2) Game Level 7

Line 5:
 * 1) INIT SECTION SPECIFIES THE MAP, OBJECTS ETC TO BE LOADED

Lines 8-11: ###################################################	# These commands are used to roughly simulate the # agreed behaviour of the final product. ###################################################

Lines 13-14: WORKERS 1, 1		# Need gardeners and mechanics (repair only) FEATURE	Autorepair 0	# 0 = None, 1 = Generate orders

Lines 16-18: ############################	# Which Map and where to look, ############################

Line 20: MAP "GLSEVEN"	# What map to use

Line 24: #FMV "Egypt.avi" This is commented out code that normally would play the Egypt cutscene.

Lines 26-28: ############################	# Financial stuff ############################

Lines 32-35: ###############################	# State of the interface # (which themes are available). ###############################

Lines 43-47: ######################################	# Specify the Briefing and hints file # NOTE: the hints file can be changed # later in a [REWARD] section. #####################################

Lines 52-53: ENDSCREENS 0, "Lose.txt", ""				# Lose ENDSCREENS 1, "congrats game level seven.txt", "" 	# Win

Line 55: MAXBLOKES 40	# Absolute max on the whole level

Lines 70-74: ############################################	# Features that will affect how the game # operates thus unfluencing how it should # be played. ############################################

Lines 76-78: FEATURE RideWear,			3	# Specify speed of ride breakdown FEATURE Energy,				1	# Set Energy use on/off FEATURE Hunger,				1	# Set hunger on/off

Lines 81-83: ##########################################	# Items that will become enabled later on	##########################################

Lines 87-104: # SCENERY ENABLE "SHRUB" 			#1 LOAD "TREE 1" 			#2 LOAD "HEDGE" 			#3 LOAD "BUSH 1" 			#4 LOAD "FLOWER BED 1"		#5 LOAD "CROCTREE" 		#6 LOAD "MONKTREE"			#7 LOAD "PLANTS 2"			#8 LOAD "PLANTS 3"			#9 LOAD "CASTLE TREE 1" 		#10 LOAD "CASTLE TREE 2" 		#11 LOAD "CASTLE WELL" 		#12 LOAD "CASTLE TREE 3"		#13 LOAD "BIG OBLISK"		#14 LOAD "FLOWERS"			#15 LOAD "SHARK CAFE BROLLY"	#16 LOAD "WATERPUMP"		#17

Lines 106-112: # FOOD LOAD "OCTOPUS CAFE" 		#1 LOAD "SHARK CAFE"		#2 LOAD "RESTAURANT 1" 		#3 LOAD "FOODCART FOOD"		#4 LOAD "CHUCK WAGON"		#5 LOAD "CASTLE BBQ"		#6

Lines 114-121: # SHOPS LOAD "LEGO MEDIA SHOP" 		#1 LOAD "LEGO SHOP 2"		#2 LOAD "LEGO SHOP 1" 		#3 LOAD "SALOON"			#4 LOAD "GENERAL STORE"		#5 LOAD "BANK"			#6 LOAD "SHERIFF" 			#7

Line 123: #LOAD "SPIDER RIDE" This is commented out code that normally load a ride. This was most likely commented out as players are given this ride earlier in the game.

Lines 128-129: #LOAD "SPINNING BARRELS RIDE" #LOAD "FORT" This is commented out code that normally would load two rides. This was most likely commented out as players are given these rides earlier in the game.

Line 131: #LOAD "CAROUSEL" This is commented out code that normally load a ride. This was most likely commented out as players are given this ride earlier in the game.

Lines 155-157: ########################################	# Items that are available at the start ########################################

Lines 162-179:
 * 1) PERMANENT OBJECTIVES:
 * 2) These serve as reminders throughout the level should any of the
 * 3) criteria not be met at any point.
 * 4) PERMANENT objectives will halt progress through the rest of the
 * 5) script until the objective is avhieved.
 * 6) REMINDER objectives won't halt progress, but will pop their
 * 7) prompts up from time to time if they're not achieved.
 * 8) NOTE:
 * 9) 	You can add more permanent objectives any time during the level
 * 10) 	as and when they become valid.
 * 1) REMINDER objectives won't halt progress, but will pop their
 * 2) prompts up from time to time if they're not achieved.
 * 3) NOTE:
 * 4) 	You can add more permanent objectives any time during the level
 * 5) 	as and when they become valid.
 * 1) 	as and when they become valid.

Line 183: #GLUE 0,0, 12,14 This is commented out code.

Line 228: #GIVE "SPIDER RIDE" NOPOPUP This is commented out code that normally would give the player a ride.

Line 238: #GIVE "FORT" NOPOPUP This is commented out code that normally would give the player a ride.

Lines 243-244: #GIVE "CAROUSEL" NOPOPUP #GIVE "SPINNING BARRELS RIDE" NOPOPUP This is commented out code that normally would give the player two rides.

Line 270: #PROMPT "Build a park with at least five attractions from each theme.@OBJLIST12_04.WAV" - CHANGED 6/3/00 This is commented out code that normally would play some unused dialog.

Line 321: #THEMEICON 3, 1 This is commented out.

Lines 350-352: #INTRO "Oh dear, the Sensory Coaster has broken down and needs to be fixed.@OBJLIST12_14.WAV" #PROMPT "You need to fix the Sensory Coaster.@OBJLIST12_15.WAV" FIXRIDES 0, 25		#APW: Was 95, a bit OTT methinks. (even 60's tough) The first two lines are commented out code that normally would play some unused dialog.

Line 375: FOREVER # added 14/3/00

ObjList13.txt
Lines 1-13:
 * 1) Last Edited: 1600 02/0/00 PB
 * 2) GAME LEVEL 8 - Put the right ride in the right place
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Lines 22-24: CURRENCY 305	# How much "Money" to start level ENTRANCEFEE 0	# How much for each visitor LOOKAT 129, 61	# start with view of park entrance

Line 38:
 * 1) OBJECTS -

Lines 45-49:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

ObjList14.txt
Lines 1-15:
 * 1) Last Edited: 1830 02/02/00 PB
 * 2) GAME LEVEL NINE - The aim of this level is to place the correct ride out of the choices you are given.
 * 3) 		    This is whilst passing the appraisal. Once all the attractions have been placed you
 * 4) 		   must then pass the appraisal.
 * 5) Section Headings
 * 6) 	[INIT]			- Start the initialisation section
 * 7) 	[OBJECTIVE]		- Start a new objective section
 * 8) 	[ONEOFF]		- Following objectives need to be done once
 * 9) 	[ONGOING]		- Following Objs are checked until section completed
 * 10) 	[PERMANENT]		- Following Objs are checked until level completed
 * 11) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 12) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 38: # LEGOLAND & Western themes in use

Line 67:
 * 1) OBJECTS -

Lines 72-93: # SCENERY LOAD "FLOWERS"			#1 LOAD "HEDGE"			#2 LOAD "MINI PINE TREE"		#3 LOAD "TREE 1"			#4 LOAD "FLOWER BED 1"		#5 LOAD "FLOWER BED 2"		#6 LOAD "SHRUB"			#7 LOAD "BUSH 1"			#8 LOAD "CACTUS 3"			#9 LOAD "BARREL"			#10 LOAD "WEST BUSH 2"		#11 LOAD "KEEP"			#12 LOAD "MONKTREE"			#13 LOAD "CROCTREE"			#14 LOAD "PLANTS 2"			#15 LOAD "PLANTS 3"			#16 LOAD "PLANTS 4"			#17 LOAD "CASTLE TREE 1"		#18 LOAD "CASTLE TREE 2"		#19 LOAD "CASTLE WELL"		#20 LOAD "BARROW"			#21

Lines 95-102: # FOOD LOAD "FOODCART ICECREAM"	#1 LOAD "CHUCK WAGON"		#2 LOAD "CASTLE BBQ"		#3 LOAD "FOODCART FOOD"		#4 LOAD "FOODCART DRINK"		#5 LOAD "RESTAURANT 1"		#6 LOAD "RESTAURANT 2"		#7

Lines 104-108: # SHOPS LOAD "LEGO SHOP 1"		#1 LOAD "LEGO MEDIA SHOP"		#2 LOAD "BANK"			#3 LOAD "SHERIFF"			#4

Line 119: #LOAD "CASTLE LEVEL 1" This is commented out code that normally would load a ride.

Lines 132-136:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 178: [OBJECTIVE] #1

Line 189: [OBJECTIVE] #2

Line 207: [OBJECTIVE] #3

Line 213: [OBJECTIVE] #4

Line 225: [OBJECTIVE] #5

Line 233: [OBJECTIVE] #6

Line 244: [OBJECTIVE] #7

Line 255: [OBJECTIVE] #8

Line 265: [OBJECTIVE] #9

Line 275: [OBJECTIVE] #10

Line 285: #GIVE "FOODCART FOOD" This is commented out code that normally would load a ride.

Line 287: [OBJECTIVE] #11

Line 296: [OBJECTIVE] #12

Line 304: [OBJECTIVE] #13

Line 318-319: [OBJECTIVE]	#these ensure that the interval and the next Intro aren't processed [REWARD]	#together, which could lead to the speech being cut-off by the interval.

Line 346: FOREVER # added 14/3/00

ObjList15.txt
Lines 1-13
 * 1) Rev. 16:05 04/02/00 LS
 * 2) MINILAND 10 SCRIPT
 * 3) Section Headings
 * 4) 	[INIT]			- Start the initialisation section
 * 5) 	[OBJECTIVE]		- Start a new objective section
 * 6) 	[ONEOFF]		- Following objectives need to be done once
 * 7) 	[ONGOING]		- Following Objs are checked until section completed
 * 8) 	[PERMANENT]		- Following Objs are checked until level completed
 * 9) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 10) 	[END]			- End of the script
 * 1) 	[PERMANENT]		- Following Objs are checked until level completed
 * 2) 	[REWARD]		- Rewards section for the preceeding OBJECTIVE sect
 * 3) 	[END]			- End of the script

Line 52:
 * 1) OBJECTS -

Lines 54-77: # SCENERY ENABLE "FLOWERS"		#1 ENABLE "HEDGE"			#2 ENABLE "MINI PINE TREE"		#3 ENABLE "TREE 1"			#4 ENABLE "FLOWER BED 1"		#5 ENABLE "BUSH 1"			#6 ENABLE "SHRUB"			#7 ENABLE "CACTI 1"		#8 ENABLE "CACTUS 3"		#9 ENABLE "BARREL"			#10 ENABLE "KEEP"			#11 ENABLE "CROCTREE"		#12 ENABLE "CASTLE TREE 1"		#13 ENABLE "CASTLE TREE 3"		#14 ENABLE "CASTLE WELL"		#15 LOAD "FLOWER BED 4"		#16 LOAD "BUSH 2"			#17 LOAD "CACTI 2"			#18 LOAD "WEST BUSH 1"		#19 LOAD "WEST BUSH 3"		#20 LOAD "PALM TREE"		#21 LOAD "PALM TREES 2"		#22 LOAD "BARROW"			#23

Lines 79-84: # FOOD ENABLE "FOODCART FOOD"		#1 ENABLE "FOODCART DRINK"		#2 ENABLE "RESTAURANT 2"		#3 ENABLE "CHUCK WAGON"		#4 ENABLE "CASTLE BBQ"		#5

Lines 86-90: # SHOPS ENABLE "LEGO MEDIA SHOP"	#1 ENABLE "LEGO SHOP 1"		#2 ENABLE "SHERIFF"		#3 ENABLE "SALOON"			#4

Line 109: ######### WESTERN OBJECTS ########

Line 115: ######### CASTLE OBJECTS #########

Line 126: ###### ADVENTURERS OBJECTS #######

Line 136-140:
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS
 * 1) NOW THE OBJECTIVE AND REWARD SECTIONS

Line 298: FOREVER # added 14/3/00

Template.txt
Lines 1-9:
 * 1) TEMPLATE.TXT
 * 2) Sample LEGOLAND level script.
 * 3) (c)1999 Krisalis Software Ltd.
 * 1) Sample LEGOLAND level script.
 * 2) (c)1999 Krisalis Software Ltd.
 * 1) (c)1999 Krisalis Software Ltd.
 * 1) (c)1999 Krisalis Software Ltd.

Line 12:
 * 1) INIT SECTION SPECIFIES THE MAP, OBJECTS ETC TO BE LOADED

Lines 17-20: ###################################################	# These commands are used to roughly simulate the # agreed behaviour of the final product. ###################################################

Lines 22-23: WORKERS 1, 1		# Need gardeners and mechanics (repair only) FEATURE	Autorepair, 1	# 0 = None, 1 = Generate orders

Lines 25-27: ############################	# Which Map and where to look, ############################

Line 29: MAP "TRACELEVEL1"	# What map to use

Lines 32-34: ############################	# Financial stuff ############################

Lines 46-49: ###############################	# State of the interface # (which themes are available). ###############################

Lines 57-61: ######################################	# Specify the Briefing and hints file # NOTE: the hints file can be changed # later in a [REWARD] section. #####################################

Lines 66-71: ######################################################################	# Specify the Interval and FMV to play on win/lose. # NOTE: These commands can be placed in a [REWARD] Section later in	#		the script so you get different FMV after a certain point in #		the level. #######################################################################

Lines 73-74: ENDSCREENS 0, "GameOver.txt", ""					# Lose ENDSCREENS 1, "congrats game level one.txt", ""		# Win

Lines 76-81: #######################################################	# Initial state of the Capacity calculation system # NOTE:	All of this can be changed in any [REWARD] #		section so that the calculation may be freely #		adjusted. #######################################################

Lines 83-85: MAXBLOKES					100	# Absolute max on the whole level MAXVISITORS					100	# Current MAX (Can be adjusted) MINVISITORS					0	# Current MIN (Can Be adjusted)

Line 96: FEATURE			CapacityCalc	0	# (TWEAK MODE OFF)

Lines 98-103: ########################################################	# Initial state of the Visitor Happiness calculation # NOTE:	All of this can be changed in any [REWARD] #		section so that the calculation may be freely #		adjusted. ########################################################

Lines 105-112: HAP_FACTOR RideFull		 -100	#(Multiplied by Ride's SAD stat) HAP_FACTOR RideBroken	 -400	#(Multiplied by ride's SAD stat) HAP_FACTOR SeeBorder	  33	#(For each border square within 9x9 grid) HAP_FACTOR SeeScenery	  40	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR SeeStopNLook  300	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR SeeShop		 200	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR SeeRide		   5	#(Multiplied by Object's ViewHappy Stat) HAP_FACTOR Hunger		 -200	#(Multiplied by each level above peckish)

Lines 114-117: HAP_FACTOR FaveFood		 5000	#(Multiplied by Happiness formula for shop/visitor) HAP_FACTOR Food			 3000	#(Multiplied by Happiness formula for shop/visitor) HAP_FACTOR FaveRide		 2000	#(Multiplied by Happiness formula for ride/visitor) HAP_FACTOR Ride			 1000	#(Multiplied by Happiness formula for ride/visitor)

Lines 119-123: ###########################################	# Features that don't affect the gameplay, # but will make a difference to various # aesthetic aspects. ###########################################

Lines 125-127: FEATURE Terraces,		   0	# Switch fancy paths on/off FEATURE Adv_Tune,			0	# EGYPT / INCA Tune FEATURE MoneyBar,		 1000	# Specify scale of the money bar.

Lines 129-133: ############################################	# Features that will affect how the game # operates thus unfluencing how it should # be played. ############################################

Lines 135-137: FEATURE RideWear,			10	# Specify speed of ride breakdown FEATURE Energy,				1	# Set Energy use on/off FEATURE Hunger,				1	# Set hunger on/off

Lines 140-151: #############################################	# Set up the frequency, number of attempts # and the content of the appraisal # NOTE: #	All of these parameters can be ajusted in # any [REWARD] Section. #	# These are cunningly devised so that the # appraisal will not be passed until the # end of the script is reached. you keep getting # closer though. #############################################

Lines 153-154: FEATURE Inspector,			4	# Frequency of appraisals (startingo from NOW) APPRAISAL	7, "Lose.txt", ""	# Number of attempts, Interval, FMV

Line 156: # Zoning

Lines 159-160: REPORT	ZONE_MED,		100, 50	# Will go up later REPORT	ZONE_WES,		100, 50	# Will be removed later

Line 162: # Composites to report

Line 166: REPORT	BSCHOOL,		10,1	# 10 Pieces "Small boating school"

Lines 169-170: # Attraction related stuff REPORT	NUM_ATTRACTIONS,OFF		# Will be reduced after the Western Zone'd deleted

Line 172: REPORT	RIDE_ACCESS,	100, 100	# This is now a percentage

Line 174: # Scenery stuff

Line 176: REPORT	VAR_SCENERY,	14,	12		# this will reduce when Westrn stuff deleted

Line 179: # Foodstore related stuff

Line 181: REPORT	VAR_FOOD,		5,4			# Last food shop given right at the end, so this won't pass until then

Line 183: # Shops related stuff

Line 185: REPORT	VAR_SHOPS,		4,2		# Will reduce (by 1) when western stuff goes

Line 187: # Visitor stuff

Line 192: # Park stuff

Lines 197-199: ##########################################	# Items that will become enabled later on	##########################################

Lines 221-223: ########################################	# Items that are available at the start ########################################

Lines 243-265:
 * 1) NOTE: The appraisal criteria present a few problems on
 * 2) this level (because the western area has to be removed,
 * 3) so cannot be included in the final appraisal.
 * 4) Several approaches are used in conjunction:
 * 5) 	1) The western Theme Icon is switched off half way through
 * 6) 		this stops the player from removing the objects and
 * 7) 		then simply putting them back to pass the appraisal
 * 8) 	2) The chuck wagon was removed (The only Western Food Shop)
 * 9) 		the last item given in the script is the restaurant and
 * 10) 		you cannot pass the level without all the food shops
 * 11) 		placed (Restaurant 1, BBQ, and Restaurant 2)
 * 12) 	3) You need a Boating school which is not given until the
 * 13) 		Western range is deleted. As mentioned above, the
 * 14) 		western Icon is disables at this point, so rides cannot
 * 15) 		be replaced.
 * 1) 	3) You need a Boating school which is not given until the
 * 2) 		Western range is deleted. As mentioned above, the
 * 3) 		western Icon is disables at this point, so rides cannot
 * 4) 		be replaced.
 * 1) 		be replaced.

Lines 268-285:
 * 1) PERMANENT OBJECTIVES:
 * 2) These serve as reminders throughout the level should any of the
 * 3) criteria not be met at any point.
 * 4) PERMANENT objectives will halt progress through the rest of the
 * 5) script until the objective is avhieved.
 * 6) REMINDER objectives won't halt progress, but will pop their
 * 7) prompts up from time to time if they're not achieved.
 * 8) NOTE:
 * 9) 	You can add more permanent objectives any time during the level
 * 10) 	as and when they become valid.
 * 1) REMINDER objectives won't halt progress, but will pop their
 * 2) prompts up from time to time if they're not achieved.
 * 3) NOTE:
 * 4) 	You can add more permanent objectives any time during the level
 * 5) 	as and when they become valid.
 * 1) 	as and when they become valid.

Line 292: LINK All			# No Unreachable buildings.

Line 295: FIXRIDES	0,25	# No Rides under 25% health

Line 298: POWERRIDES	0		# No Power Cuts

Line 303: [REMINDER]	# These are permanent, but don't halt progress.

Line 313-314: This is commented out code, and it's in an already unused level. Hmmm...
 * 1) 		prompt "There aren't many visitors. Maybe you could attract a few more."
 * 2) 		PARKVISITORS	5

Lines 319-324:
 * 1) Get 3 zones built with everything available
 * 2) and reasonable zoning.
 * 1) Get 3 zones built with everything available
 * 2) and reasonable zoning.

Line 326:
 * 1) LEGOLAND.

Line 333:
 * 1) Keep it maintained too

Line 341:
 * 1) WESTERN.

Line 348:
 * 1) Keep it maintained too

Lines 351-358:
 * 1) NOTE The PURGE qualifier after the [PERMANENT]
 * 2) section header will cause these objectives to be
 * 3) removed when a PURGE command is encountered in
 * 4) a subsequent [REWARD] Section.
 * 1) removed when a PURGE command is encountered in
 * 2) a subsequent [REWARD] Section.

Line 360: [PERMANENT]	PURGE	#This permanent objective will be removed when the western zone isn't needed

Line 365:
 * 1) Castle

Line 372:
 * 1) Keep it maintained too

Lines 384-388:
 * 1) Now add the spider ride
 * 1) Now add the spider ride
 * 1) Now add the spider ride

Lines 407-412:
 * 1) This will have the effect of degrading
 * 2) the spider ride as soon as three new western
 * 3) items are placed, but will look like the next
 * 4) objective.
 * 1) objective.

Lines 424-429:
 * 1) Now make sure all the new western bits are placed
 * 2) and then play an interval.
 * 1) Now make sure all the new western bits are placed
 * 2) and then play an interval.

Lines 436-438:
 * 1) 	INTERVAL "western food.txt"
 * 2) This is no longer relevant as the chuck wagon was removed to illustrate a point, It could be
 * 3) put back in and the level would still not be completable until the end of the script

Lines 440-441: [OBJECTIVE]	#these ensure that the interval and the next Intro aren't processed [REWARD]	#together, which could lead to the speech being cut-off by the interval.

Lines 443-449:
 * 1) New permanent objective to keep the western area
 * 2) complete (will be purged when the western area needs
 * 3) removing).
 * 1) complete (will be purged when the western area needs
 * 2) removing).

Lines 463-467:
 * 1) Get 10 visitors in the park to get a miniland
 * 1) Get 10 visitors in the park to get a miniland
 * 1) Get 10 visitors in the park to get a miniland

Lines 477-484:
 * 1) Leave this here. to give a specifoc INTRO
 * 2) to this objective, although after that.
 * 3) the PERMANENT one at the start would
 * 4) handle it OK.
 * 1) the PERMANENT one at the start would
 * 2) handle it OK.

Line 488: FIXRIDES 0, 25	# Stick to 25% as that's where things start to flash red

Lines 491-496:
 * 1) Put one and only one miniland down for a load
 * 2) of castle things.
 * 1) Put one and only one miniland down for a load
 * 2) of castle things.

Line 518: THEMEICON 1, 0		# Disable Western Menu

Line 521: PURGE	# Remove all the permanent objectives regarding the WESTERN zone

Lines 530-534:
 * 1) Require all the new Castle stuff,
 * 1) Require all the new Castle stuff,
 * 1) Require all the new Castle stuff,

Lines 548-555:
 * 1) The Appraisal Will require all the elements
 * 2) to be retained, so there's no permanent
 * 3) objective. We put a reminder in to
 * 4) help the player along a bit.
 * 1) objective. We put a reminder in to
 * 2) help the player along a bit.

Lines 568-575:
 * 1) Get the boating school built in 3 phases.
 * 2) 1) Build Entrance
 * 3) 2) Build Parts
 * 4) 3) Make a loop.
 * 1) 2) Build Parts
 * 2) 3) Make a loop.

Lines 597-598: [OBJECTIVE]	#these ensure that the interval and the next Intro aren't processed [REWARD]	#together, which could lead to the speech being cut-off by the interval.