<?xml version="1.0" encoding="utf-8"?>
<root>
  <!-- 
    Microsoft ResX Schema 
    
    Version 2.0
    
    The primary goals of this format is to allow a simple XML format 
    that is mostly human readable. The generation and parsing of the 
    various data types are done through the TypeConverter classes 
    associated with the data types.
    
    Example:
    
    ... ado.net/XML headers & schema ...
    <resheader name="resmimetype">text/microsoft-resx</resheader>
    <resheader name="version">2.0</resheader>
    <resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
    <resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
    <data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
    <data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
    <data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
        <value>[base64 mime encoded serialized .NET Framework object]</value>
    </data>
    <data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
        <value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
        <comment>This is a comment</comment>
    </data>
                
    There are any number of "resheader" rows that contain simple 
    name/value pairs.
    
    Each data row contains a name, and value. The row also contains a 
    type or mimetype. Type corresponds to a .NET class that support 
    text/value conversion through the TypeConverter architecture. 
    Classes that don't support this are serialized and stored with the 
    mimetype set.
    
    The mimetype is used for serialized objects, and tells the 
    ResXResourceReader how to depersist the object. This is currently not 
    extensible. For a given mimetype the value must be set accordingly:
    
    Note - application/x-microsoft.net.object.binary.base64 is the format 
    that the ResXResourceWriter will generate, however the reader can 
    read any of the formats listed below.
    
    mimetype: application/x-microsoft.net.object.binary.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
            : and then encoded with base64 encoding.
    
    mimetype: application/x-microsoft.net.object.soap.base64
    value   : The object must be serialized with 
            : System.Runtime.Serialization.Formatters.Soap.SoapFormatter
            : and then encoded with base64 encoding.

    mimetype: application/x-microsoft.net.object.bytearray.base64
    value   : The object must be serialized into a byte array 
            : using a System.ComponentModel.TypeConverter
            : and then encoded with base64 encoding.
    -->
  <xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
    <xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
    <xsd:element name="root" msdata:IsDataSet="true">
      <xsd:complexType>
        <xsd:choice maxOccurs="unbounded">
          <xsd:element name="metadata">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" />
              </xsd:sequence>
              <xsd:attribute name="name" use="required" type="xsd:string" />
              <xsd:attribute name="type" type="xsd:string" />
              <xsd:attribute name="mimetype" type="xsd:string" />
              <xsd:attribute ref="xml:space" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="assembly">
            <xsd:complexType>
              <xsd:attribute name="alias" type="xsd:string" />
              <xsd:attribute name="name" type="xsd:string" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="data">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
                <xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
              </xsd:sequence>
              <xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
              <xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
              <xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
              <xsd:attribute ref="xml:space" />
            </xsd:complexType>
          </xsd:element>
          <xsd:element name="resheader">
            <xsd:complexType>
              <xsd:sequence>
                <xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
              </xsd:sequence>
              <xsd:attribute name="name" type="xsd:string" use="required" />
            </xsd:complexType>
          </xsd:element>
        </xsd:choice>
      </xsd:complexType>
    </xsd:element>
  </xsd:schema>
  <resheader name="resmimetype">
    <value>text/microsoft-resx</value>
  </resheader>
  <resheader name="version">
    <value>2.0</value>
  </resheader>
  <resheader name="reader">
    <value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
  </resheader>
  <resheader name="writer">
    <value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
  </resheader>
  <data name="Snow" xml:space="preserve">
    <value>Do not eat yellow snow.</value>
  </data>
  <data name="High" xml:space="preserve">
    <value>Buy low, sell high.</value>
  </data>
  <data name="It" xml:space="preserve">
    <value>If it itches, scratch it.</value>
  </data>
  <data name="ZIGGYWARECOM" xml:space="preserve">
    <value>If you are a hobby XNA developer,
 visit ZIGGYWARE.COM</value>
  </data>
  <data name="T2005" xml:space="preserve">
    <value>Praise the ZMan,
 deleting n00bs since 2005</value>
  </data>
  <data name="Viking" xml:space="preserve">
    <value>Techno Viking doesnt move to the music.
 The music moves to Techno Viking.</value>
  </data>
  <data name="Acronym" xml:space="preserve">
    <value>XNA is Not an Acronym</value>
  </data>
  <data name="Roses" xml:space="preserve">
    <value>Do not forget to smell the roses</value>
  </data>
  <data name="Inhale" xml:space="preserve">
    <value>Do not inhale</value>
  </data>
  <data name="Once" xml:space="preserve">
    <value>Live life like you only live once.</value>
  </data>
  <data name="Lie" xml:space="preserve">
    <value>The cake isnt a lie.</value>
  </data>
  <data name="Modes" xml:space="preserve">
    <value>Maximize your time spent in 
both LIFE and DEATH modes</value>
  </data>
  <data name="Mode" xml:space="preserve">
    <value>When LIFE mode gets too hard, 
switch to DEATH mode.</value>
  </data>
  <data name="Score" xml:space="preserve">
    <value>Switching to DEATH mode too early 
will limit your ability to get high score.</value>
  </data>
  <data name="Multiplier" xml:space="preserve">
    <value>LIFE mode increases your base 
score multiplier.</value>
  </data>
  <data name="YourScore" xml:space="preserve">
    <value>DEATH mode increases your score</value>
  </data>
  <data name="Die" xml:space="preserve">
    <value>The best players play in LIFE 
mode until they are about to die...</value>
  </data>
  <data name="BaseMultiplier" xml:space="preserve">
    <value>Killing the Nuculi give x10 base 
multiplier.</value>
  </data>
  <data name="Later" xml:space="preserve">
    <value>Sometimes it's best to save 
powerups for later...</value>
  </data>
  <data name="Enemies" xml:space="preserve">
    <value>LIFE and DEATH modes have 
different themes, and enemies</value>
  </data>
  <data name="Seconds" xml:space="preserve">
    <value>The Blast skill recharges 
in 5 seconds</value>
  </data>
  <data name="T7Seconds" xml:space="preserve">
    <value>The Black Hole recharges 
in 7 seconds</value>
  </data>
  <data name="Minutes" xml:space="preserve">
    <value>The Blast skill is only available 
after playing LIFE mode for a few minutes</value>
  </data>
  <data name="While" xml:space="preserve">
    <value>The Black Hole is only available 
after playing LIFE mode for a while...</value>
  </data>
  <data name="FewMinutes" xml:space="preserve">
    <value>The Blast skill is only available 
after playing LIFE mode for a few minutes</value>
  </data>
  <data name="Them" xml:space="preserve">
    <value>The DEATH mode swarm reproduces 
more quickly when there are few of them</value>
  </data>
  <data name="Great" xml:space="preserve">
    <value>The DEATH mode swarm only attacks 
when their numbers are great</value>
  </data>
  <data name="Position" xml:space="preserve">
    <value>The DEATH mode MIRV targets 
the player's last known position...</value>
  </data>
  <data name="Behind" xml:space="preserve">
    <value>The LIFE mode Beetle can only 
be hurt from behind</value>
  </data>
  <data name="Grown" xml:space="preserve">
    <value>The LIFE mode bursting sphere 
only attacks when fully grown</value>
  </data>
  <data name="FullyGrown" xml:space="preserve">
    <value>The LIFE mode bursting sphere 
runs away when not fully grown</value>
  </data>
  <data name="Bigger" xml:space="preserve">
    <value>The DEATH mode wandering bombs 
get more deadly as they get bigger... </value>
  </data>
  <data name="Explosions" xml:space="preserve">
    <value>Avoid Explosions</value>
  </data>
  <data name="You" xml:space="preserve">
    <value>The LIFE mode nucleus can 
not hurt you</value>
  </data>
  <data name="LIFEMode" xml:space="preserve">
    <value>The lightning drains health 
from the nucleus in LIFE mode.</value>
  </data>
  <data name="Back" xml:space="preserve">
    <value>Shoot the LIFE mode beetle in the back.</value>
  </data>
</root>