Copyright 2007 Cavebug Games
http://cavebug.com/
In Pathstorm, you are presented with a maze of hidden pathways. By rolling balls through those hidden paths and using audio and visual cues, you uncover the hidden obstacles which affect the ball's movement. As you uncover more and more of those hidden obstacles, your task becomes easier. Finally, upon exposing the last hidden object and fixing any objects incorrectly oriented, the level is cleared.
Pathstorm has 4 main gameplay modes, a Journey mode using an ancient map, a timed Challenge mode, a freeform Puzzle mode, and a Favorites mode. They are described below.
To complete each Standard level, you must discover the locations of all hidden objects on the playfield. In Find the Exits levels, you must properly choose the correct exits for each entrance.
A single ball can enter a pathway via a path entrance or its exit(s). There are usually many paths on a playfield. Most path entrances line the wall surrounding the playfield, although there can be "islands" of walls within the playfield. Whether internal or external to the playfield, the entrance and exit behaviors are the same.
You click the mouse button on a cave to launch the ball. The cave may be either the entrance or one of the exits to a path, and the cave doesn't have to be active. Alternatively, you may press the Space Bar to relaunch the ball from the active entrance or exit.
Image | Description |
This is a path entrance. It is not currently selected. Any paths not yet cleared are represented by a light blue cave and a light blue arrow pointing the direction of the path's entrance. Once cleared, the cave is dark. | |
Anywhere a ball may be rolled onto the playfield is denoted by a cave. | |
The active entrance is designated by a dark blue outline with a sheer black cave. The ball speed for the entrance sits above it. This entrance is for the standard medium ball speed. | |
Only available when Variable Speed Balls are on in Expert levels or when toggled at the Puzzle screen, this active entrance is for slow balls. | |
Only available when Variable Speed Balls are on in Expert levels or when toggled at the Puzzle screen, this active entrance is for fast balls. |
When a ball is finished rolling through the playfield, it exits.
Image | Description |
This represents a good exit, an exit where the ball needs to arrive in order to clear the path. | |
For this particular exit, the ball has arrived successfully. Not only is the ball shown at the exit, but the green sparkle on top indicates, at a glance, all necessary balls have arrived. | |
No ball has arrived yet at this bad exit. Bad exits occur with Scramblers and Switchers. All bad exits on a path must be removed before the path will complete. | |
This is a good exit, but its ball didn't arrive. This is denoted by the red sparkle and red X in the entrance cave. | |
This is a bad exit whose ball has arrived. Note the red sparkly appears for bad exits, also. | |
It is possible for a ball to exit out its entrance. When this happens and the entrance serves as a good exit, it is represented by this active entrance icon. | |
When the ball exits out its entrance and the entrance serves as a bad exit, it is represented by this icon. |
As the ball is rolling through the playfield, it interacts with playfield objects. Your ultimate goal is to find all the Bouncers, Splitters, Shifters, and Twirlers. The following table describes what objects and visuals are found on the playfield.
Image | Description |
This is one of the balls you roll onto the playfield. | |
A red X shows on any clicked tile where no hidden object was present. Misses cost you 1,000 points. | |
A marker can overlay any tile on the playfield. When changing a correctly oriented Scrambler to an incorrect position on a completed path, Pathstorm uses markers to show previously completed tiles. You can use markers in whatever fashion you would like. Some useful examples of marking may be:
|
|
These initial two Bouncer types deflect balls 90 degrees. They are represented by yellow flasher bars on the sides of the screen. If a ball hits a Bouncer in a given direction more than once, the ball explodes, and the Bouncer is automatically exposed. | |
These two Bouncers complete the set of 4-Directional Bouncers. Depending on the direction of the rolling ball, the ball is either deflected 180 degrees or rolls right through. | |
Red Bouncers are Scramblers. If the orientation is not correct, bad exits usually appear. There are also cases where no red exits display, and the ball simply doesn't arrive at all the good exits. | |
When a ball enters a Splitter, that ball is split into three balls, each of which exit at a 90 degree angle to one another. The three split directions can never split a ball again during the current ball roll. Only one ball split is left, out the direction of the ball's initial entry. If a ball enters the Splitter and a split has already occurred, the ball simply rolls straight through. Splitters are represented by green flasher bars on the sides of the screen. Example: The ball is traveling up and enters the Splitter from below. Three balls are split, and the balls exit to the left, up, and right. If another ball travels up and enters the Splitter, it will pass straight through; no additional balls will be created. If a ball enters from the left, the ball continues out the right hand side and an additional ball is split going down. All four split directions have been used at this point, and all balls during the current roll will just pass straight through. |
|
Shifters spin either clockwise or counterclockwise. When a ball hits a Shifter, the ball is shifted one tile in the direction of the Shifter's spin. When the one tile shift is complete, the ball travels in its original direction. Shifters are represented by purple flasher bars on the sides of the screen. Example: A ball is traveling up and hits a clockwise spinning Shifter. The ball will be shifted left by one tile and then continue rolling up. If an object is in the neighboring tile, that object cancels the shift, and the ball is affected by the object normally. Example: A ball is traveling down and hits a clockwise spinning Shifter. The ball is shifted one tile to the right where a Bouncer is present. The Bouncer affects the ball as if it were originally coming from the left. The ball does not continue in its original direction. |
|
Red Shifters are Scramblers. Their orientation may or may not be correct. If the orientation is not correct, bad exits usually appear. There are also cases where no red exits display, and the ball simply doesn't arrive at all the good exits. | |
Twirlers spin either clockwise or counterclockwise. When a ball hits a Twirler, the ball is deflected in the direction of the Twirler's spin. Twirlers are represented by light blue flasher bars on the sides of the screen. Example: A ball is traveling up and hits a clockwise spinning Twirler. The ball will change direction and roll to the left. |
|
Red Twirlers are Scramblers. Their orientation may or may not be correct. If the orientation is not correct, bad exits usually appear. There are also cases where no red exits display, and the ball simply doesn't arrive at all the good exits. |
There are a number of special buttons available to you while playing the level. You can find them on the upper right corner of the display. If you feel you need the boost, go ahead and use them. Some cost points, though, so be warned.
Image | Description |
For any uncovered tiles on the playfield, the Magic Ball button causes all active balls to show, visibly rolling underneath any uncovered tiles. The Magic Ball button is available every 45 seconds from its last usage. It is free to use, but the Magic Ball affect is only available for 15 seconds. |
|
Using the Hint button is almost a dead giveaway. Upon pressing the button, a highlight rectangle is shown on a tile. If the hidden object is not yet exposed, clicking the highlight rectangle will expose the object. If the object is a Scrambler, the highlight rectangle informs you the Scrambler is not yet correctly oriented. Pressing the Hint button costs 3,000 points and is only available once every 20 seconds from its last usage. |
|
All Scramblers Mode is turned on by this button. When All Scramblers Mode is on, all Bouncers/Shifters/Twirlers on the playfield are turned into Scramblers. You can manipulate them however you would like to uncover hidden objects. Clicking the All Scramblers Mode button again restores the state of all playfield objects to the time the button was pressed. All Scramblers Mode is available every 20 seconds from its last usage. It is free to use, and the effect is permanent until the button is pressed again. |
(These are also available in-game on the Level Statistics screen.)
In Journey mode, there are 4 difficulty tracks, Junior, Novice, Intermediate, and Expert. The starting track is Novice. As you pass each level, the worn and ancient looking map becomes full color and animated. Upon completing every level in a difficulty track, you obtain a trophy which is proudly displayed in your village.
The Journey Map is shown before every level. The map is larger than the screen, so you may click anywhere to center the map on that location. An overview of the entire map can be obtained by pressing the Zoom Out button on the Level Information window at the top center of the screen. To zoom back in, either press the Zoom In button or click anywhere on the map.
Each difficulty track has its own color. As you move your mouse over the level circles, you'll notice the Level Information window details information about that level and informs you of the difficulty level. When you move your mouse off a level circle, the Level Information window reverts to information about the currently selected level, shown by a pulsing white circle. A perfect score is indicated by rotating dots around the level circle.
Hovering over the Level Information window shows a Map Legend. Clicking any of the track names will center the map on that track. Clicking Reset will completely recreate the difficulty track with brand new randomly generated levels and statistics.
When you are ready to start playing your level, click the Play Level button. If the level was already in progress and you wish to continue, press the Continue Level button. Alternatively, if you don't care to restore your saved game, press the Restart Level button.
When playing a Journey level, time is ticking away, but you can take as long as you want. You are also free to make as many misses as you want, although this will affect your Star Rating in a negative way. 5 stars means you played the level perfectly. A single half star means you played the entire level, but your score was bad. Anything below 5 stars means you still have room for improvement. To go back to a previously played level to improve your stars or time or to just play a level you really liked again, click the level circle on the Journey map. Stars are the primary method by which most achievement trophies are awarded. The trophies may be found via the Main Menu's Trophies button.
You are never stuck on a level in Journey mode. You can always pass a given Journey level and proceed to the next one if you are willing to find the hidden objects by whatever means necessary (random clicking, misses, power-up buttons that cost points). Your score may be bad and you may end up with only half a star, but you can move on. You'll definitely want to go back and improve your score if you ever choose this approach.
When you feel you are ready, enter the Challenge screen off the Main Menu to compete against timed Challenges. Timed Challenges are very unforgiving. If you run out of time or get too many misses, you fail the Challenge, and you are returned to the Challenge screen.
There are three difficulties of Challenges, as shown on the tabs on the Challenge screen. The gameplay concepts used per listed difficulty are not tied to the Journey tracks. Instead, Challenge difficulty is determined by how hard the Challenge is to complete using any Pathstorm gameplay concept.
When playing a Challenge, pay attention to the information at the top of the screen. One segment shows the current number of misses and the maximum number of misses allowed. The other shows the amount of time left.
Completing Challenges and finishing Challenges perfectly give trophies accessible via the Main Menu's Trophies button.
The Puzzle screen provides a very freeform random level creation facility. The same information used to create the random Journey levels (exposed via a Journey track Reset) is exposed on this screen. You can use the various sliders and checkboxes to create whatever type of level suits you best.
Like Journey mode, when playing a Puzzle level, time is ticking away, but you can play for as long as you want. You are also free to make as many misses as you want, although this will affect your Star Rating. 5 Stars means you played the level perfectly. A half star means you played the entire level, but your score was bad.
In the upper right corner of the Puzzle screen is an Advanced checkbox. Turning this checkbox on provides two sliders for many Puzzle options. The left most slider represents the minimum amount and the right most slider represents the maximum amount. On level creation, a value between the minimum and maximum amounts is randomly chosen.
The Grid Width and Grid Height sliders allow level playfield sizes from 5x5 to 30x20. As might be expected, the smaller the width and height, the easier the level is. Note that 21x13 is the largest grid size before the tiles begin shrinking to fit the entire level on screen at once.
The Walls checkbox and slider gives control over the population of wall "islands" on the playfield. Islands are wall segments created somewhere in the middle of the playfield. Up to 25% of the playfield may be covered by walls.
The Rotate Level checkbox rotates the entire playfield by 45 degrees. Use a Grid Width and Grid Height of 26x26 to fill the entire screen with tiles. Try not to tip your head as you play these more complex levels!
The Find the Exits checkbox exposes all hidden objects and allows you to click the exits for each entrance.
The Four Directional Bouncers checkbox turns on the straight up and down Bouncer and the straight left to right Bouncer, placing them in addition to the normal two diagonal Bouncers.
The Variable Speed Balls checkbox turns on the Expert level concept of Fast, Medium, and Slow balls.
The % Objects slider controls the percentage of the playfield occupied by hidden objects. The slider range is from 5% to 100%, although no percentage is guaranteed. The level generation algorithm chooses the best layouts closest to the values specified on the Puzzle screen. The sliders dictating the 4 hidden object types will populate the playfield up to the percentage of playfield objects specified.
The Bouncers checkbox and slider control the percentage of Bouncers to be placed on the playfield. The slider range is dependent on whether other Object Coverage sliders are in use.
The Splitters checkbox and slider control the percentage of Splitters to be placed on the playfield. The slider range is dependent on whether other Object Coverage sliders are in use.
The Shifters checkbox and slider control the percentage of Shifters to be placed on the playfield. The slider range is dependent on whether other Object Coverage sliders are in use.
The Twirlers checkbox and slider control the percentage of Twirlers to be placed on the playfield. The slider range is dependent on whether other Object Coverage sliders are in use.
The Normal checkbox and slider control the percentage of normal hidden objects placed on the playfield. Without the Switchers or Scramblers checkboxes on, this value means nothing.
The Switchers checkbox and slider control the percentage of Switchers placed on the playfield. The slider range is dependent on whether the other Object Properties sliders are in use.
The Scramblers checkbox and slider control the percentage of Scramblers placed on the playfield. The slider range is dependent on whether the other Object Properties sliders are in use.
The % Wrong slider is used to control the percentage of guaranteed incorrect Scramblers.
Player profiles are accessed off the Main Menu by clicking on the "Welcome, (Player Name)! Not you? Click here." button.
New player profiles are created by clicking on a ** Create New Player ** button. If all ten slots are filled, you'll have to delete another player before creating a new one. You are given the chance to name your profile. When you are finished naming the profile, you must choose between Regular Mode and Kids Mode. This choice is permanent for the player profile. To choose a different mode, you'll need to create a new player profile.
Rename a player with the Rename button.
Deleting a player is a destructive process, and any Personal Favorites, scores, Challenges completed, and Journey progress are destroyed forever for the player. Do this with the Delete button.
Despite being called Kids Mode, this mode is a favorite amongst all ages and represents another fun way to play through Pathstorm. The following changes are made for Kids Mode:
If you play a level you really like, add it to your Favorites from either the in-game Pause Menu or the level statistics screen. You will then find your level available in the Personal tab of the Favorites screen (found off the Main Menu).
Favorites you haven't played yet show up with a icon. Favorites provided by Cavebug Games show with a icon.
Clicking on a Favorite provides a number of options. The simplest option is Start New Level. Regardless of any save game state, this will start the level over. When the save game icon is present, the Continue Level button is available, and you can continue from the point where you left off.
If not already shared, pressing the Share button on a Favorite makes it available in the Shared tab. Shared Favorites are accessible by anyone on the same computer. The player's name with the Best Stars and Best Time is shown. If you beat the current Best Stars and Best Time, it will be your name on the level with bragging rights. To play a Shared Favorite, click on it, and press the Start New Level button. The Favorite is now available in your Personal Favorites.
You can email a Favorite to another person and compete. Choose the Favorite to email and press the Email button. Your email application will be switched to automatically with an outgoing email ready to send. If you use a webmail client, the emailing process isn't automatic. An Explorer window is opened to a directory with a file in it bearing your level name, some extra letters and numbers, and .pathstorm extension. Simply attach that file to your email, and send it to your recipient.
If you receive a .pathstorm level file in your email or obtain one from the web (say, from the Cavebug Games forums at http://cavebug.com/), save it to your Desktop and double click it. Pathstorm will automatically launch, and the level you received will be found in your Shared Favorites.
Renaming a Favorite is performed via the Rename button. Bear in mind that if the level is Shared, renaming the level also renames the Shared level.
Delete a Favorite with the Delete button. If you delete a Personal Favorite, that Favorite may still be available as a Shared Favorite or in another player's profile. If you delete a Shared Favorite, that Favorite may still be available in your Personal Favorites or in another player's profile.
Finally, Favorites provided by Cavebug Games via its forums are entered into the Cavebug tab. These levels can't be renamed or deleted.
The Options dialog is available off the Main Menu or in-game via the Pause Menu.
On the Options dialog, you can adjust your Music Volume and Sound Volume. In Pathstorm, listening to the audio cues is an important part of solving the level. You will probably want to keep your Music Volume much lower than the Sound Volume.
You can change from full screen mode to windowed mode and vice versa with the Full Screen checkbox.
Hardware Acceleration should be on by default for most people. If your frame rate seems low, you may want to check this option and make sure it is on.
Programming: | Brad Edwards Joshua Jensen |
Artists: | Brian Johnson Carson Davidson |
Sound/Music: | Ian Ewell Jon Clark |
Level Design: | Kacey Jensen |
Cavebug Games grants you the non-exclusive, non-transferable right to use
Pathstorm (herein known as Software) for your own personal, private home entertainment
use. The DEMO version of Pathstorm may be freely distributed, provided the DEMO
version is not charged for in any fashion.
You may not (i) modify, translate, reverse engineer, decompile, or disassemble
the Software, except to the extent applicable laws specifically prohibit such
restriction, (ii) create derivative works based on the Software, (iii) rent,
lease, transfer or otherwise transfer rights to the Software, or (iv) remove any
proprietary notices or labels on the Software.
Intellectual property rights and ownership rights in and to the Software shall
remain in Cavebug Games. All rights not expressly granted by this license are
reserved by Cavebug Games. The Software is protected by international copyright
treaties. The Software is licensed, not sold.
WARRANTY AND LIABILITY: 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.
TERMINATION: The license will terminate automatically if you fail to comply with
the limitations described above. No notice will be given. On termination, you
must destroy all copies of the Software and Documentation.
Pathstorm uses the following software or licensing:
WARNING: UNAUTHORIZED USE OF THE MUSIC CONTAINED IN THIS PRODUCTION IS SUBJECT TO CRIMINAL PROSECUTION.
All copyrights, licensing, duplication and distribution rights are held exclusively by Music Bakery Publishing (BMI).
800-229-0313 or 972-578-7863
musicbakery.com
The Anti-Grain Geometry Project 2.4
====================================================
Anti-Grain Geometry - Version 2.4
Copyright (C) 2002-2005 Maxim Shemanarev (McSeem)
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
1. Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. 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.
3. The name of the author may not be used to endorse or promote
products derived from this software without specific prior
written permission.
THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``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 AUTHOR 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.
AES encryption services by Dr. Brian Gladman
---------------------------------------------------------------------------
Copyright (c) 2003, Dr Brian Gladman < >, Worcester, UK.
All rights reserved.
LICENSE TERMS
The free distribution and use of this software in both source and binary
form is allowed (with or without changes) provided that:
1. distributions of this source code include the above copyright
notice, this list of conditions and the following disclaimer;
2. distributions in binary form include the above copyright
notice, this list of conditions and the following disclaimer
in the documentation and/or other associated materials;
3. the copyright holder's name is not used to endorse products
built using this software without specific written permission.
ALTERNATIVELY, provided that this notice is retained in full, this product
may be distributed under the terms of the GNU General Public License (GPL),
in which case the provisions of the GPL apply INSTEAD OF those given above.
DISCLAIMER
This software is provided 'as is' with no explicit or implied warranties
in respect of its properties, including, but not limited to, correctness
and/or fitness for purpose.
---------------------------------------------------------------------------
Issue Date: 26/08/2003
PopCap Framework:
"This product includes portions of the PopCap Games Framework
(http://developer.popcap.com/)."
PopCap Games Framework License
Version 1.0
Copyright (c) 2005 PopCap Games. All rights reserved.
Redistribution and use in source and binary forms, with or
without modification, are permitted provided that the following
conditions are met:
1. Redistributions of source code or derived libraries, whether
source code or binary, must include a copy of this PopCap Games
Framework License in its entirety.
2. The end-user documentation included with a work which
contains any portion of the PopCap Games Framework must include
the following acknowledgment:
"This product includes portions of the PopCap Games Framework
(http://developer.popcap.com/)."
Alternatively, this acknowledgment may appear in the software
itself, wherever such third-party acknowledgments normally
appear.
3. The names "PopCap" and "PopCap Games" must not be used to
endorse or promote products derived from this software without
prior written permission. For written permission, please
contact bizdev@popcap.com.
4. Products derived from this software may not be called
"PopCap", nor may "PopCap" appear in their name, without prior
written permission of PopCap Games.
THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESSED OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY, NON-INFRINGMENT AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL POPCAP
GAMES 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.
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2006.
Trio string package:
* $Id: triostr.c,v 1.19 2003/03/01 15:34:02 breese Exp $
*
* Copyright (C) 2001 Bjorn Reese and Daniel Stenberg.
*
* Permission to use, copy, modify, and distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
*
* THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF
* MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE AUTHORS AND
* CONTRIBUTORS ACCEPT NO RESPONSIBILITY IN ANY CONCEIVABLE MANNER.
This software uses zlib 1.2.3.
This software is based in part on the work of the Independent JPEG Group.
LuaPlus License
---------------
LuaPlus, like Lua, is licensed under the terms of the MIT license and can be
used unrestricted in any place where Lua could be used.
LuaPlus is Copyright 2002-2007 Joshua C. Jensen.
===============================================================================
Lua License
-----------
Lua is licensed under the terms of the MIT license reproduced below.
This means that Lua is free software and can be used for both academic
and commercial purposes at absolutely no cost.
For details and rationale, see http://www.lua.org/license.html .
===============================================================================
Copyright (C) 1994-2006 Lua.org, PUC-Rio.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
===============================================================================