<?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="5"
    BallMass="300"
    LargeBallMass="800"
    FirstElfDist="834,86"
    ElvesHeight="1"
    ElvesDist="11"
    ElvesScale="0,054"
    ElvesFlagsDist="15"
    SmallElvesScale="0,025"
    LargeElvesScale="0,097"
    ElvesMass="3"
    SmallElvesMass="5"

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

    ElfFallTime="4"
    ThrowForceMin="250"
    ThrowForceMax="400"
    ControlForce="500000"
    LargeBallControlForce="1400000"
    RagdollPunchForce="113"
    ShieldsRagdollPunchForce="200"

    SpareSloMoTimeScale1="0,1"

    SpareSloMoCamShakePosition="1"
    SpareSloMoCamShakeAngles="3"

    SpareSloMoElfFallTime="4"

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

    ObstaclesScale="0,7"
    ObstaclesOffset="10"
    ObstaclesMass="400"
    MagnetForce="80000"
    OilForce="80000"
    RocketTurnSpeed="5"

    TestBlurSteps="0"
    TestBlurDeviation="5"
  />
  <Avatars>
    <Avatar SeqId="avatars/eliot_elf_110"/>
    <Avatar SeqId="avatars/bowell_110"/>
    <Avatar SeqId="avatars/captain_110"/>
    <Avatar SeqId="avatars/coconut_king_110"/>
    <Avatar SeqId="avatars/crab_110"/>
    <Avatar SeqId="avatars/hawaii_girl_110"/>
    <Avatar SeqId="avatars/hawaii_MAN_110"/>
    <Avatar SeqId="avatars/shark_110"/>
    <Avatar SeqId="avatars/stone_man_110"/>
    <Avatar SeqId="avatars/surfer_girl_110"/>
  </Avatars>
  <Levels>
    <Level Id="2" Name="Cruise Ship" Thumb="ui/common/LVLHallThumb"/>
    <Level Id="1" Name="The Cliff"  Thumb="ui/common/LVLIceThumb" NeedCompleteStage="1"/>
    <Level Id="0" Name="The Beach" Thumb="ui/common/LVLShipThumb" NeedCompleteStage="1"/>
  </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"/>
  </BallTextures>
  <BonusPhrases>
    <Later     Text="I said later"/>
    <GoodBonus Text="%User%, those bonuses could be helpful."/>
    <GoodBonus Text="Let's kick their 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 knickers!"/>
    <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!"/>
 


 </BonusPhrases>

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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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<EditorSettings ResourceSet="Level01" Background="models/scene_ship/screenshot59a" Zoom="50" FrameX="0" FrameY="0" FrameWidth="800" FrameHeight="600" FrameBorder="1"/>

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<EditorSettings ResourceSet="MenuScreen" Background="ui/menuscreen/background" Zoom="100" FrameX="0" FrameY="0" FrameWidth="800" FrameHeight="600" FrameBorder="1"/>

<Widget Name="menu_layout1" Type="Animotion">
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  <Channel Id="6" X="157" Y="517" Pivot="Center" SeqId="ui/menuscreen/buttons/help"/>
  <Channel Id="7" X="165" Y="559" Pivot="Center" SeqId="ui/menuscreen/buttons/quit"/>
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<EditorSettings ResourceSet="MenuScreen" Background="ui/menuscreen/background" Zoom="100" FrameX="0" FrameY="0" FrameWidth="800" FrameHeight="600" FrameBorder="1"/>

<Widget Name="menu_layout2" Type="Animotion">
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  <Channel Id="1" X="72" Y="661" Pivot="LeftBottom" SeqId="ui/menuscreen/board_2"/>
  <Channel Id="2" X="145" Y="559" Pivot="Center" SeqId="ui/menuscreen/buttons/back"/>
  <Channel Id="3" X="175" Y="336" Pivot="Center" SeqId="ui/menuscreen/buttons/story"/>
  <Channel Id="4" X="164" Y="401" Pivot="Center" SeqId="ui/menuscreen/buttons/single"/>
  <Channel Id="5" X="158" Y="460" Pivot="Center" SeqId="ui/menuscreen/buttons/multiplayer"/>
  <Channel Id="6" X="151" Y="510" Pivot="Center" SeqId="ui/menuscreen/buttons/vs_comp"/>
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	<AnimationSequences Fps="30">
		<Sequence Name="RagdollInit" Start="0"/>
		<Sequence Name="Idle" Start="1"/>
		<Sequence Name="Fear1" Start="887" End="987" Loop="953"/>
		<Sequence Name="Fear2" Start="1533" End="1561" Loop="1547"/>
		<Sequence Name="Fear3" Start="1533" End="1598" Loop="1586"/>
		<Sequence Name="Fear4" Start="1769" End="1799"/>
		<Sequence Name="Fear5" Start="1688" End="1759" Loop="1737"/>
		<Sequence Name="Dance1" Start="989" End="1132" Loop="1033"/>
		<Sequence Name="Dance2" Start="2067" End="2177" Loop="2067"/>
		<Sequence Name="Tease1" Start="1" End="160"/>
		<Sequence Name="Tease2" Start="324" End="391"/>
		<Sequence Name="Tease3" Start="1600" End="1687"/>
		<Sequence Name="Tease4" Start="1808" End="1930"/>
		<Sequence Name="Boring1" Start="1935" End="2023"/>
		<Sequence Name="Boring2" Start="2023" End="2067"/>
		<Sequence Name="Boring3" Start="2176" End="2284"/>
		<Sequence Name="Boring4" Start="2300" End="2350"/>
		<Sequence Name="Boring5" Start="2350" End="2390"/>
		<Sequence Name="Flag" Start="1508" End="1528" Loop="1508"> <Attr Name="DrawFlag"/> </Sequence>
		<Sequence Name="BringFlag" Start="1349" End="1528" Loop="1508"> <Attr Name="DrawFlag"/> </Sequence>
		<Sequence Name="RemoveFlag" Start="1461" End="1349"> <Attr Name="DrawFlag"/> </Sequence>
		<Sequence Name="JumpOnce" Start="489" End="570"/>
		<Sequence Name="JumpLooped" Start="489" End="570" Loop="489"/>
		<Sequence Name="HighJump" Start="596" End="687"/>
		<Sequence Name="Shield" Start="1344"> <Attr Name="DrawShield"/> </Sequence>
		<Sequence Name="BringShield" Start="1138" End="1344"> <Attr Name="DrawShield"/> </Sequence>
		<Sequence Name="RemoveShield" Start="1317" End="1138"> <Attr Name="DrawShield"/> </Sequence>
		<Sequence Name="Mouth" Start="1848" End="1920" Loop="1848"/>
<!-- EB-Hawaii -->
		<Sequence Name="EBH_Dance1" Start="2389" End="2446" Loop="2398"/>
		<Sequence Name="EBH_Dance2" Start="2460" End="2505" Loop="2478"/>
		<Sequence Name="EBH_Dance3" Start="2515" End="2608"/>
		<Sequence Name="EBH_Dance4" Start="2608" End="2690"/>
		<Sequence Name="EBH_Dance5" Start="2690" End="2776"/>
		<Sequence Name="EBH_Dance6" Start="2776" End="2857"/>
		<Sequence Name="EBH_Tease1" Start="2847" End="2905"/>
		<Sequence Name="EBH_Tease2" Start="2905" End="2958"/>
	</AnimationSequences>

	<Bonuses>
		<Drop Count="0" Chance="5"/>
		<Drop Count="1" Chance="22"/>
		<Drop Count="2" Chance="10"/>
		<Drop Count="3" Chance="5"/>
		<CompDrop Count="0" Chance="10"/>
		<CompDrop Count="1" Chance="20"/>
		<CompDrop Count="2" Chance="10"/>
		<CompDrop Count="3" Chance="5"/>
		<SPDrop Count="0" Chance="10"/>
		<SPDrop Count="1" Chance="60"/>
		<SPDrop Count="2" Chance="30"/>
		<SPLastDrop Count="1" Chance="50"/>
		<SPLastDrop Count="2" Chance="50"/>
		<Bonus Name="Large ball" PrintName="Larger Ball" Tex="large_ball" Type="good" Chance="10" Desc="Makes ball twice as large"/>
		<Bonus Name="Small ball" PrintName="Smaller Ball" Tex="small_ball" Type="bad" Chance="10" Desc="Makes ball half as large"/>
		<Bonus Name="Boxer" PrintName="Boxing Gloves" Tex="boxer" Type="good" Chance="10" Desc="Attach two powerful boxing gloves to the ball"/>
		<Bonus Name="Scratch" PrintName="Sandpaper" Tex="scratch" Type="bad" Chance="10" Desc="The ball becomes smaller, each time it runs on the sandpaper"/>
		<Bonus Name="Oil" PrintName="Oil" Tex="oil" Type="bad" Chance="10" Desc="Pour three oil spots on the track, makes control harder"/>
		<Bonus Name="Extra speed" PrintName="Extra Speed" Tex="extraspeed" Type="good" Chance="10" Desc="Ultimate speed boost for the ball"/>
		<Bonus Name="Small runners" PrintName="Smaller gutters" Tex="small_chan" Type="good" Chance="10" Desc="Makes both gutters smaller"/>
		<Bonus Name="Large runners" PrintName="Larger gutters" Tex="big_chan" Type="bad" Chance="10" Desc="Makes both gutters larger"/>
		<Bonus Name="Obstacles" PrintName="Obstacles" Tex="stop" Type="bad" Chance="10" Desc="Avoid these obstacles or lose your ball"/>
		<Bonus Name="Large elves" PrintName="Giant Elves" Tex="tall_elf" Type="good" Chance="10" Desc="The bigger they are, the easier they fall!"/>
		<Bonus Name="Small elves" PrintName="Pygmy Elves" Tex="small_elf" Type="bad" Chance="10" Desc="Try to hit those small guys!"/>
		<Bonus Name="Shock" PrintName="Electroshock" Tex="flash" Type="bad" Chance="10" Desc="Running through this cloud will cause a loss of control"/>
		<Bonus Name="Magnet" PrintName="Magnet" Tex="magnet" Type="bad" Chance="10" Desc="This magnet will attract or repel the ball"/>
		<Bonus Name="Rocket" PrintName="Firework" Tex="roket" Type="good" Chance="10" Desc="Guaranteed strike! Celebrate your victory!" />
		<Bonus Name="Rubber ball" PrintName="Basketball" Tex="rubber_ball" Type="good" Chance="10" Desc="This ball can jump using LMB, it is not afraid of electroshock"/>
		<Bonus Name="Sand ball" PrintName="Sand Ball" Tex="sand_ball" Type="good" Chance="10" Desc="This ball will break apart on impact. It is not affected by oil."/>
		<Bonus Name="Shields" PrintName="Shields" Tex="shields" Type="bad" Chance="10" Desc="Equip the elves with strong shields"/>
		<Bonus Name="Jumps" PrintName="Jumping Elves" Tex="elf_jump" Type="bad" Chance="10" Desc="Ask elves to jump as high as they can!"/>
		<Bonus Name="Flags" PrintName="High morale" Tex="flags" Type="bad" Chance="10" Desc="Will cause elves to form three lines. Denies strike"/>
		<Bonus Name="Megatron" PrintName="Mega Bonus-O-Tron" Tex="slot" Type="good" Chance="10" Desc="Up to three Bonuses or Dirty Tricks at the same time!"/>
	</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="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="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="Magnet" Bonus2="Large runners" 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="Obstacles" Chance="10"/>
		<Auto Bonus="Shock" Chance="10"/>
		<Auto Bonus="Magnet" Chance="10"/>
		<Auto Bonus="Large runners" Chance="10"/>
		<Auto Bonus="Small ball" Chance="7"/>
		<Auto Bonus="Scratch" Chance="10"/>
		<Auto Bonus="Oil" Chance="10"/>
		<Auto Bonus="Large runners" Chance="10"/>
		<Auto Bonus="Flags" Chance="10"/>
		<Auto Bonus="Jumps" Chance="10"/>
		<Auto Bonus="Shields" Chance="7"/>
		<Auto Bonus="Small elves" Chance="5"/>
		<Auto Bonus="None" Chance="10" StageAccum="50"/>
	</SPAutoActivateBonus>

	<DefaultScores>
		<FakePlayer Name="Elliot"     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="Mr. Coconut"	Avatar="3"  Ball="1"	Skill="0"/>
		<Player Name="Leila"		Avatar="5"  Ball="11"	Skill="0"/>
		<Player Name="Elliot"		Avatar="0"  Ball="0"	Skill="0"/>
		<Player Name="Tedd Bowell"		Avatar="1"  Ball="12"	Skill="1"/>
		<Player Name="Sharky"		Avatar="7"  Ball="18"	Skill="1"/>
		<Player Name="Barc"		Avatar="4"  Ball="14"	Skill="1"/>
		<Player Name="Roxy"	Avatar="9"  Ball="16"	Skill="1"/>
		<Player Name="Captain Hess"		Avatar="2"  Ball="10"	Skill="2" NeedCompleteStage="0"/>
		<Player Name="Stoney"	Avatar="8"  Ball="17"	Skill="2" NeedCompleteStage="1"/>
		<Player Name="Santos"		Avatar="6"  Ball="13"	Skill="2" NeedCompleteStage="2"/>
	</ComputerOpponents>

	<Trophies>
		<Trophy Name="Mighty" Title="Mighty One" Desc="Player earned a strike against shielded Elves" Pivot="42 42"/>
		<Trophy Name="Morale" Title="Morale Breaker" Desc="Player earned a strike against High Morale Elves" Pivot="42 42"/>
		<Trophy Name="Kicker" Title="Elf Kicker" Desc="Player has earned 1000 points" Pivot="42 42"/>
		<Trophy Name="3Strikes" Title="Triple Strikes" Desc="Player earned three strikes in one game" Pivot="34 54"/>
		<Trophy Name="10Strikes" Title="Grand Champion" Desc="12 Strikes in a single game" Pivot="41 57"/>
		<Trophy Name="King" Title="Strike King" Desc="Player earned 100 strikes in all games" Pivot="68 40"/>
		<Trophy Name="Rookie" Title="Rookie Striker" Desc="5 strikes in all games" Pivot="37 62"/>
		<Trophy Name="Experienced" Title="Experienced Striker" Desc="15 strikes in all games" Pivot="46 63"/>
		<Trophy Name="StrikeMaster" Title="Strike Master" Desc="30 strikes in all games" Pivot="35 60"/>
		<Trophy Name="Agility" Title="Agility" Desc="Player didn't throw any gutterballs for an entire game" Pivot="30 57"/>
		<Trophy Name="Sneaky" Title="Sneaky" Desc="Player earned a strike using a small ball" Pivot="34 59"/>
		<Trophy Name="Box" Title="King of The Ring" Desc="Player hit 30 elves with gloves" Pivot="42 45"/>
		<Trophy Name="Fair" Title="Fair Play" Desc="Player won without using bonuses or dirty tricks" Pivot="49 34"/>
		<Trophy Name="Jaws" Title="Jaws Master" Desc="15 elves have been eaten by the shark" Pivot="39 30"/>
		<Trophy Name="Dust" Title="Golden Palm" Desc="Player completed story mode" Pivot="38 58"/>
	</Trophies>

	<Story>
         	<Stage Location="2" OpponentProfile="7" Skill="0" Intro="Act1" Ending="stub" ShortStory="Elliot has been challenged to a Bowling Duel! Defeat Captain Hess in a best of three head-to-head match!"/>
		<Stage Location="1" OpponentProfile="8" Skill="1" Intro="Act2" Ending="stub" ShortStory="Curses! Defeat the Stone Giant in a best of three head-to-head match to appease the gods and return to normal!"/>
		<Stage Location="0" OpponentProfile="9" Skill="2" Intro="Act3" Ending="Act4" ShortStory="Elliot has been challenged to a Ritual Contest of strength and agility - Bowling! Defeat the chief, Santos in a best of three head-to-head!"/>
	</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="Pygmy Elves" Text="Makes the Opponent's Elves smaller. This Dirty Trick can be neutralized with the 'Larger Elves' Bonus."/>
		<Desc Title="Larger Gutters" Text="Broadens both of the Opponent's gutters, making the lane very narrow. This Dirty Trick can be neutralized with the 'Smaller Gutters' Bonus."/>
		<Desc Title="Jumping Elves" Text="Opponent's Elves start jumping randomly to avoid being hit by the ball."/>
		<Desc Title="Smaller Ball" Text="Makes the Opponent's ball smaller. This Dirty Trick can be neutralized with the 'Larger Ball' Bonus. "/>
		<Desc Title="Emery Paper" Text="Three patches of Emery Paper appear on the lane. If the ball touches the paper, it will grind down to a smaller size. "/>
		<Desc Title="Magnet" Text="A magnet will appear on either side of the lane. The red side of the magnet will pull the ball, while the blue side will push it away."/>
		<Desc Title="High Morale" Text="The Elves line up in three ranks, greatly reducing the possibility of a strike or spare with the standard ball."/>
		<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 'Basketball' bonus."/>
		<Desc Title="Shields" Text="The Opponent's Elves arm themselves with shields, making them much harder to knock down."/>
		<Desc Title="Oil" Text="Three oil slicks appear on the lane. If a ball passes through the oil, it becomes much harder to control when it turns. This Dirty Trick can be neutralized by using the 'Sand Ball' Bonus."/>
		<Desc Title="Obstacles" Text="This Dirty Trick places obstacles on the lane. Drive your ball around the obstacles or you will spoil a throw!"/>
		<Desc Title="Smaller Gutters" Text="Eliminates the gutters, allowing the player to roll without fear of a 'Gutter Ball'. If the 'Larger Gutters' Dirty Trick has been activated, this Bonus will bring the gutters back to their normal size."/>
		<Desc Title="Firework" Text="This Bonus turns the ball into a firework rocket. Use the Left Mouse Button to fire the rocket when it is aimed at the Elves. The Rocket will explode if it hits any obstacle (including the Elves), but will completely fly over 'Pygmy Elves'."/>
		<Desc Title="Extra Speed" Text="A Turbo Accelerator is placed in the center of the lane. When the ball rolls over the Accelerator, it will launch forward at an amazing speed."/>
		<Desc Title="Giant Elves" Text="Makes the Elves grow larger and easier to knock down. If the 'Pygmy Elves' Dirty Trick has been activated, this Bonus will return them to their original size."/>
		<Desc Title="Boxing Gloves" Text="Attaches two powerful boxing gloves to the ball. A punch from a glove is more powerful than a normal hit from the ball."/>
		<Desc Title="Basketball" Text="This ball has the ability to jump when the player presses the Left Mouse Button. If the ball hits an obstacle, including the Elves, it will bounce back and allow the player to make another hit. This ball is not affected by the 'Electroshock' Dirty Trick."/>
		<Desc Title="Sand Ball" Text="Makes your ball fragile. Collision with any obstacle (including the Elves) will make the ball break into pieces that will blast everything in their way. Oil slicks have no effect on this ball because it is made of sand."/>
		<Desc Title="Larger Ball" Text="Makes a ball twice as big. If the 'Smaller Ball' Dirty Trick is activated, this Bonus will bring the ball back to its original size."/>
	</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="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="0,8" 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="VolcanoFlash">
		<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="1"   A="0"/>
		</Alpha>
		<Scale>
			<Key T="0"   V="1"/>
			<Key T="1"   V="1,3"/>
		</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>



  <Level Title="Ship" Track="GameLoopLevel3"
	LightVector="1 1 -1,5"
	TrackTexture="models/scene_ship/track"
	MaxVisibleDistance="5000"
	PoolWater="0"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="150"
	TrBackSpaceFloor="-19"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="500"
	TrNonShrinkedSpace="30"
	Seagulls="0"
      SmokeType="2"
	DrawWater="0"
	BasketballNet="1"
      BodyAndBallFriction="500"
      StrikeSloMoTimeScale="0,2"
      StrikeSloMoInTime="0,15"
      StrikeSloMoOutTime="0,3"
  >

    <CamPath TotalTime="100" TimeScale="0,05" LookTarget="0 931,203 9" SoftStart="1">

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	<Key Time="50" Pos="106 842 50"/>
	<Key Time="99" Pos="155 916 93"/>

    </CamPath>

	<ShotSpots>
		<Spot Pos="79 786 122"/>
		<Spot Pos="28 940 95"/>
		<Spot Pos="-7 923 -13"/>
		<Spot Pos="5 912 54"/>
	</ShotSpots>

	<Obstacle Position="0 0 0" Model="scene_ship_sand_mtex" Collide="0" Blending="None" Lighting="0" CustomMesh="1"/>
	<Obstacle Position="0 0 0" Model="scene_ship_solid" Collide="0" Blending="None" Lighting="0"/>
	<Obstacle Position="0 0 0" Model="scene_ship_depth" Collide="0" Blending="Default" Lighting="0" BeforeWorldAnis="1"/>
	<Obstacle Position="0 0 0" Model="scene_ship_shadows" Collide="0" Blending="Default" Lighting="0"/>
	<Obstacle Position="0 0 0" Model="scene_ship_trans" Collide="0" Blending="Default" Lighting="0"/>
	<Obstacle Position="0 0 0" Model="scene_ship_sky" Collide="0" Blending="None" Sky="1"/>

	<WorldAnim Position="-769 -202 -18" Scale="3" Blending="Default" TimeScale="1" AniId="priboy_beach"/>

	<Collider Type="Box" Origin="0 1076,14 -100" Dims="200 200 200" Angles="0 0 0"/>
  </Level>

  <Level Title="Ice" Track="GameLoopLevel2"
	LightVector="-1 1 -1,5"
	TrackTexture="models/scene_ice/track"
	MaxVisibleDistance="5000"
	DrawWater="1"
	WaterTexture="models/scene_ice/LVLIceSeaTileDiff"
	FogModel="scene_ice_fog"
	PoolWater="0"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="2000"
	TrBackSpaceFloor="-350"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="500"
	TrNonShrinkedSpace="30"
      SmokeType="1"
      BodyAndBallFriction="10000"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

     <CamPath TotalTime="100" TimeScale="0,05" LookTarget="0 890 5" SoftEnd="1">

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	<Key Time="21" Pos="93,192 888,232 40"/>
	<Key Time="32" Pos="73,636 983,476 50"/>
	<Key Time="44" Pos="-21,038 1021,78 60"/>
	<Key Time="55" Pos="-108,81 986,032 60"/>
	<Key Time="65" Pos="-135,687 903,204 60"/>
	<Key Time="76" Pos="-93,265 821,54 50"/>
	<Key Time="87" Pos="1,222 798,295 50"/>
	<Key Time="99" Pos="100 854 47"/>

    </CamPath>

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		<Spot Pos="2,223 1016,468 -105,72"/>
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	<Obstacle Position="0 0 0,94" Model="scene_ice_sky" Collide="0" Blending="None" Lighting="0" Sky="1"/>
	<Obstacle Position="0 0 0" Model="scene_ice_sharks" Collide="0" Blending="None" Lighting="1" AnimScale="0,001"/>
	<Obstacle Position="0 0 0" Model="scene_ice_solid" Collide="0" Blending="None" Lighting="0"/>
	<Obstacle Position="0 0 0" Model="scene_ice_birds" Collide="0" Blending="None" Lighting="0"/>
	<Obstacle Position="0 0 0" Model="scene_ice_baloon" AnimScale="0,2" Collide="0" Blending="Default" Lighting="0"/>
	<Obstacle Position="0 0 0" Model="scene_ice_trans" Collide="0" Blending="Default" Lighting="0"/>

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	<Penguin Position="-50 700 3" Angles="80 0 0" Scale="0,5"/>
	<Penguin Position="-50 150 3" Angles="50 0 0" Scale="0,5"/>

	<Penguin Position="921 1298 -107" Angles="120 0 0" Scale="1"/>
	<Penguin Position="780 1504 -154" Angles="130 0 0" Scale="1"/>
	<Penguin Position="-797 1312 -215" Angles="50 0 0" Scale="1"/>
	<Penguin Position="-1044 1135 -176" Angles="80 0 0" Scale="1"/>
	<Penguin Position="-818 2202 228" Angles="50 0 0" Scale="1,5"/> -->

	<WorldAnim Position="-2260 650 -246" Scale="7" Blending="Default" TimeScale="1" AniId="priboy"/>
	<WorldAnim Position="-2740 1290 -247" Scale="5" Blending="Default" TimeScale="0,9" AniId="priboy"/>
	<WorldAnim Position="-3050 -2150 -247" Scale="6" Blending="Default" TimeScale="0,8" AniId="priboy"/>
	<WorldAnim Position="-1770 -2180 -247" Scale="6" Blending="Default" TimeScale="0,9" AniId="priboy"/>
	<WorldAnim Position="-1400 -990 -247" Scale="3,5" Blending="Default" TimeScale="1" AniId="priboy"/>
	<WorldAnim Position="-2700 -1107 -247" Scale="3,5" Blending="Default" TimeScale="1,1" AniId="priboy"/>

	<WorldAnim Position="-3080 870 -247" Scale="5" Blending="Default" TimeScale="0,9" AniId="priboy"/>
	<WorldAnim Position="-3750 120 -247" Scale="5,5" Blending="Default" TimeScale="1" AniId="priboy"/>
	<WorldAnim Position="-1510 1370 -247" Scale="1,2" Blending="Default" TimeScale="1,1" AniId="priboy"/>
	<WorldAnim Position="-4740 -1270 -246" Scale="6,5" Blending="Default" TimeScale="1" AniId="priboy"/>
  </Level>

  <Level Title="Bowl arena" Track="GameLoopLevel1"
	LightVector="-1 1 -1,5"
	DrawSnow="0"
	PoolWater="1"
	TrackTexture="models/scene_hall/track"
	MaxVisibleDistance="2000"
	TrWidth="48,1"
	TrFwdDist="876,14"
	TrBackDist="100"
	TrBackSpaceDepth="240"
	TrBackSpaceFloor="-100"
	TrRunnersWidth="10,77"
	TrFloorHeight="0"
	TrCeilingHeight="500"
	TrNonShrinkedSpace="30"
      SmokeType="0"
      BodyAndBallFriction="10000"
      StrikeSloMoTimeScale="0,02"
      StrikeSloMoInTime="0,05"
      StrikeSloMoOutTime="0,5"
  >

    <CamPath TotalTime="150" TimeScale="0,0333" LookTarget="0 890 -5" SoftEnd="1">
	
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	<Key Time="43,25" Pos="78,727 964,434 30,201"/>
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	<Key Time="84,5" Pos="-123,608 964,434 30,201"/>
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	<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"/>
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	<Obstacle Position="0 0 0" Model="scene_hall_sky" Collide="0" Blending="None" Sky="1"/>
	<Obstacle Position="0 0 0" Model="scene_hall_solid" Collide="0" Blending="None"/>
	<Obstacle Position="0 0 0" Model="scene_hall_chaika1" Collide="0" Blending="None" Lighting="1"/>
	<Obstacle Position="0 0 0" Model="scene_hall_chaika2" Collide="0" Blending="None" Lighting="1"/>
	<Obstacle Position="0 0 0" Model="scene_hall_chaika3" Collide="0" Blending="None" Lighting="1"/>
	<Obstacle Position="0 0 0" Model="scene_hall_trans" Collide="0" Blending="Default"/>

<!--	<Collider Type="Box" Origin="0 938 97" Dims="70 100 100"/> -->

<!--	<Bear Position="245 579 6" Angles="155 0 0" Scale="0,4"/>
	<Bear Position="-133 395 6" Angles="45 0 0" Scale="0,4"/>
	<Bear Position="-133 585 6" Angles="20 0 0" Scale="0,4"/> -->
  </Level>



</AnotherElfBowling>
