Tar, Quicksand & nasty stuff

Tile Properties/Attributes: Death

Not all of these Tile numbers exist in every graphics set, and the appearance of Tilez varies by Tile number from set to set.
Whereever a Tile number does not exist for a given area there is an empty image.

Tile 1 2 3 4 5 6 7 8
99
100
101
102
103
104
105 Duplicate of Tile 100 in Areas 5 through 8
106
107
108
109
110 Duplicate of Tile 103 in Areas 5 through 8
111
112 Duplicate of Tile 111 in Areas 6 through 8
113
114
115 Duplicate of Tile 114 in Areas 5 through 8
116
117
118 Duplicate of Tile 117 in Areas 6 through 8
119
120 Duplicate of Tile 119 in Areas 5 through 8
121
122
123 (Near) duplicate of Tile 122 in Areas 5 through 8
124
125 Duplicate of Tile 118 except for Area 3
126 Duplicate of Tile 118 except for Area 3
127
128 Duplicate of Tile 121 in Areas 5 through 8
129
130
131 Duplicate of Tile 124 in Areas 5 through 8
132
133
134 Duplicate of Tile 127 in Areas 5,6 and 8
135 Duplicate of Tile 134 in Area 7
136 Duplicate of Tile 130 in Areas 1 through 3
Duplicate of Tile 135 in Areas 5 through 8
137 Duplicate of Tile 134 in Area 7
Duplicate of Tile 132 in Areas 5,6 and 8
138
139
140
Note: Specifying a Tile from this set that showz a blank space , and not an image within a CoveredPowerup or Giant Rock logic will result in Gruntz loading failure.

It is a FATAL error to use an invalid Tile number!

If the graphicz designerz had been consistent, Tile #104 in:
  • Area 1 (RockyRoadz)
  • Area 2 (Gruntziclez)
  • Area 3 (Trouble In The Tropicz)
  • Area 4 (High On Sweetz)
would have been Tile #100 (diagonal northwest corner).
Likewise, several other Tilez would have different numberz.
(Isn't 20-20 hindsight wonderful? )

In Areaz 5 through 8, simply flipping another image horizontally or vertically to replace duplicated Tilez would give more variety to the terrain.
For example, Area 8 you could have this Tile #105 , Tile #132 ,Tile #134 ,Tile #135 and this Tile #139 .