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 Duplicates
99
100
101
102 Duplicate of 101 in areas 5, 6, 7 and 8
103
104
105 Duplicate of 100 in areas 5, 6, 7 and 8
106 Duplicate of 105 in areas 2 and 4
107
108
109
110 Duplicate of 103 in areas 5, 6, 7 and 8
111
112 Duplicate of 111 in areas 5, 6, 7 and 8
113
114
115 Duplicate of 114 in areas 5, 6, 7 and 8
116
117
118 Duplicate of 117 in areas 1, 2, 4, 6, 7 and 8
119
120 Duplicate of 119 in areas 5, 6, 7 and 8
121
122
123 Similar to 115 in areas 1, 2, 3 and 4
Duplicate of 122 in areas 5, 6, 7 and 8
124
125
126 Duplicate of 125 except in area 3
127
128
129
130
131
132
133
134 Similar to 127 in areas 5, 6 and 8
135
136 Similar to 130 in areas 1, 2, and 3
Duplicate of 135 in areas 5, 6, 7 and 8
137 Duplicate of 132 in areas 5, 6, 7 and 8
138
139 Similar to 135 in areas 1, 2, and 3
140 Duplicate of 139 in areas 5, 7 and 8
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? )

Flipping a tile horizontally, for example to create ,
or rotating a tile (counter)clockwise, for example to create easily creates a new tile to replace a duplicate.