Tuning Level Settings Level files are what loads the map and difficulty settings, They can be found in data\levels . You will want to look at the level_x_x.lvl files. Level Files Here is an example: Luxor Amun Rising's 1-1. mapFile = "DIE KHUFU DIE" // Ball Colors spawnColor_1 = true spawnColor_2 = true spawnColor_3 = true spawnColor_4 = true spawnColor_5 = false spawnColor_6 = false spawnColor_7 = false spawnStreak = 225 // Powerups powerup_reverse = true powerup_slow = true powerup_stop = true powerup_shotspeed = true powerup_lightning = true powerup_bomb = true powerup_colorbomb = true powerup_wild = true powerup_scorpion = true // Rewards reward_gem_1 = true reward_gem_2 = true reward_gem_3 = true reward_gem_4 = false reward_gem_5 = false reward_gem_6 = false reward_gem_7 = false reward_gem_8 = false reward_gem_9 = false reward_gem_10 = false reward_gem_11 = false reward_gem_12 = false reward_gem_13 = false reward_gem_14 = false reward_gem_15 = false // Win Condition (collapses and board clear) winCondition = 100 // Vise Groups viseGroupCount = 30 // Vise Speed viseMaxSpeed = 800.0 viseMidMaxSpeed = 100.0 viseMidMinSpeed = 100.0 viseMinSpeed = 5.0 viseSpeedMaxBzLerp = 0.9 0.9 viseSpeedMidBzLerp = 0.25 0.75 viseSpeedMinBzLerp = 0.25 0.75 // Path Distances viseSpawnDistance_1 = 0.6 midStartDistance_1 = 0.2 midEndDistance_1 = 0.6 Parameters mapFile - the folder name of your map with spaces and all in capital letters spawnColor_n - which sphere colors are activated. 1 is blue, 2 is yellow, 3 is red, 4 is green, 5 is purple, 6 is white and 7 is black. spawnStreak - This was supposed to increase / decrease the chances of clusters in a pusher train, though this parameter is hardcoded. powerup_x - Which powerups spawn. If you want to change a chance of a powerup spawning, edit powerups.txt . reward_gem_x - Which gems to spawn if a pusher train has been destroyed (not merged). For a reference of which gem gives a specific amount of points, refer to powerups.txt . winCondition - The amount of spheres destroyed to fill up the progress bar. viseMaxSpeed - the maximum speed of the spheres viseMidMaxSpeed - the middle-maximum speed of the spheres viseMidMinSpeed - the middle-minimum speed of the spheres viseMinSpeed - the minimum speed of the spheres, which is triggered on danger zone. viseSpeed(Max/Mid/Min)BzLerp - transitions(?) viseSpawnDistance_n - from 0 (0%) to 1 (100%), if there are no spheres in this area, spawn a new pusher train midStartDistance_n - from 0 (0%) to 1 (100%), trigger viseMidMaxSpeed here. midEndDistance_n - from 0 (0%) to 1 (100%), end viseMidMinSpeed here and trigger the viseMinSpeed. For each path (up to 2), you must have a viseSpawnDistance, midStartDistance and midEndDistance. If there are no values for those, default values will be applied (unknown). A better visual explanation: Every level slot you define in stage_select.uis must have their level_x_x.lvl file. The main menu level file is level_0_0.lvl . powerups.txt This txt file handles global powerup spawn chances and gem scoring. Everything here is self-explanatory. // Powerups File // Defines global powerup spawning chances and scoring // Powerup Spawning spawn_reverse = 1000 spawn_slow = 1000 spawn_stop = 1000 spawn_speed_shot = 1000 spawn_lightning = 500 spawn_bomb = 500 spawn_color_bomb = 500 spawn_wild = 1000 spawn_scorpion = 500 // Powerup Scoring scoring_coin = 250 scoring_gem_1 = 1000 scoring_gem_2 = 2000 scoring_gem_3 = 3000 scoring_gem_4 = 4000 scoring_gem_5 = 5000 scoring_gem_6 = 6000 scoring_gem_7 = 7000 scoring_gem_8 = 8000 scoring_gem_9 = 9000 scoring_gem_10 = 10000 scoring_gem_11 = 11000 scoring_gem_12 = 12000 scoring_gem_13 = 13000 scoring_gem_14 = 14000 scoring_gem_15 = 15000