Movement

There are two important things to know about movement:
  1. The bird's-eye view is faster than the diagonal view, for two reasons: there is less lag between levels, and filling a hole with a block takes 18 frames in bird's-eye but 26 frames in diagonal.
  2. Switching players (in Going Up? floors with more than one player) costs 30 frames if you do it once, but 32 frames if you do it again immediately after another switch. Therefore you want to insert at least one non-switch move between switches when possible.
The game also counts "steps" per floor. Every movement counts as one "step", except for switching players.
MoveFramesStepsNote
Step into empty tile91
Push a block into empty tile101
Push a block into hole281In bird's-eye view, 10 frames to push + 18 frames to fill the hole. In diagonal view, it's 10+26.
Push a turnstile121Whether moving 1 tile or 2.
Switch players30032 frames if immediately after another switch.

Floor numbers

The game has 150 floors, which internally are numbered as follows:
#Game mode
0–9Going Up? Easy
10–19Going Up? Average
20–29Going Up? Hard
30–59Heading Out? Easy
60–109Heading Out? Average
110–149Heading Out? Hard

RNG

The random number generator is only used in the Heading Out? game mode. It is used to generate a random schedule of floors in the chosen skill level, and to decide whether to invert each floor.
The RNG is seeded from the current frame count mod 60. (Roughly—the frame counter variable doesn't always increment on a vblank.) There are therefore only 60 possible RNG seeds, all of which are accessible by waiting for up to 1 second before starting a Heading Out? run. (This doesn't mean there are only 60 possible floor schedules in each Heading Out? skill level, because the schedule generation algorithm also depends on a history of recently played floors that carries over between runs.)
The random number generator uses 4 1-byte state variables at 0xcf28, 0xcf29, 0xcf2a, and 0xcf2b. The RNG state is initialized to 4 copies of the current frame counter mod 60 in the subroutine at 0x31e7. The frame count comes from the 1-byte variable at 0xc377, which is a copy of the variable at 0xc2ec, which gets incremented inside the vblank interrupt at 0x0fdf.
The subroutine that advances the RNG state and returns a 1-byte random number starts at 0x3254:
define  rng_state_a     0xcf28
define  rng_state_b     0xcf29
define  rng_state_c     0xcf2a
define  rng_state_d     0xcf2b

; Returns a 1-byte random number in the a register.
rng_next:
        ld a, [rng_state_d]
        rr a
        ld [rng_state_d], a
        ld a, [rng_state_a]
        adc 0x25
        ld [rng_state_a], a
        ld b, a
        ld a, [rng_state_b]
        adc 0x33
        ld [rng_state_b], a
        adc b
        ld b, a
        ld a, [rng_state_c]
        adc 0x53
        ld [rng_state_c], a
        adc b
        ld b, a
        ld a, [rng_state_d]
        rl a
        xor b
        ld [rng_state_d], a
        ret
This is a Python implementation of rng_next:
def rng_seed(seed):
    a = seed
    b = seed
    c = seed
    d = seed
    return (a, b, c, d)

def add_u8_with_carry(x, y, carry):
    r = x + y + carry
    carry = (r >> 8) & 1
    return r & 0xff, carry

# Returns the new (a, b, c, d) RNG state, as well as the RNG output.
def rng_next(a, b, c, d):
    carry = d & 1
    a, carry = add_u8_with_carry(a, 0x25, carry)
    s = a
    b, carry = add_u8_with_carry(b, 0x33, carry)
    s, carry = add_u8_with_carry(s, b, carry)
    c, carry = add_u8_with_carry(c, 0x53, carry)
    s, carry = add_u8_with_carry(s, c, carry)
    d = ((d & 0xfe) | carry) ^ s
    return (a, b, c, d), d

Heading Out?

In the Heading Out? game mode, you play a sequence of up to 99 mini-puzzles in one of the skill levels Easy, Medium, or Hard. There are 120 distinct floors in the Heading Out? mode: 30 in Easy, 50 in Average, and 40 in Hard.

Heading Out? floor schedules

The schedule of floors for a run is generated using the RNG, drawing from the pool of floors in the chosen skill level.
A full schedule of 99 rooms is always generated, no matter how many the player configured. The schedule is completely determined at the start of the run. There is no way to affect the schedule once a run has started.
To generate the next floor in the schedule, the algorithm takes the next RNG output and reduces it modulo the number of available floors in the skill level. But repeating a floor at an interval smaller than 20 is not allowed. The algorithm a history of the 20 most recently generated floors. If a newly generated floor conflicts with the history, it rolls a new RNG output and tries again, until it gets a floor that is not a repeat. The history buffer is initially filled with 0xee, which is not equal to any real floor number.
The history of recently played floors carries over across runs. When you finish a run, the last 20 played floors are copied into the history buffer for the next run. The history buffer even carries over across skill levels, in a slightly strange way. The buffer stores, not absolute floor numbers, but floor numbers relative to the start of the skill level. So, for example, if you play a run on Easy and finish on floor 35, not only will you not see floor 35 in the first 20 floors of a new Easy run, you also will not see floor 65 in the first 20 floors of a new Average run, nor floor 115 in the first 20 floors of a new Hard run. That's because they are all at the same offset relative to the first floor number in the skill level (30, 60, and 110 respectively).
The floor schedule generation algorithm starts at 0x31e7 in the ROM:
define  game_mode                       0xc2b8  ; 0 = Going Up?, 1 = Heading Out?
define  heading_out_num_floors          0xc2b9
define  heading_out_num_floors_remaining        0xc2ba
define  heading_out_floor_schedule      0xc311  ; Array of 99 bytes.
define  frame_counter_copy              0xc377

generate_random_floor_schedule:
        ld      de, heading_out_floor_schedule
        ld      a, [frame_counter_copy]
        ld      [rng_state_a], a
        ld      [rng_state_b], a
        ld      [rng_state_c], a
        ld      [rng_state_d], a
        ld      c, 99           ; Generate a schedule of 99 floors.
loop:
        call    rng_next        ; a = next RNG output.
        ld      l, a
        ld      h, 0            ; hl = a extended to 16 bits.
        call    heading_out_num_floors_for_skill_level  ; b = 30 (Easy), 50 (Average), or 40 (Hard).
        ld      a, b
        call    remainder_16b   ; a = rand % num_floors
        add     30
        call    check_history
        cp      0xab            ; Is this floor number a duplicate?
        jr      Z, loop         ; Repeat floor, try again.
        ld      [de], a         ; Store the newly generated floor.
        inc     de              ; Next schedule array index.
        dec     c
        jr      nZ, loop        ; If less than 99, generate the next floor.
        ld      a, [heading_out_num_floors]
        ld      b, a
        ld      a, [game_mode]
        cp      1
        jr      Z, copy_history ; Branch is always taken; this function is only called when game_mode == 1.
        ld      a, [heading_out_num_floors_remaining]
        ld      c, a
        sub     b
        jr      C, copy_history
        ld      b, c
copy_history:
        ; Copy the last 20 floors to be played into the history buffer for the next run.
        ; memcpy(heading_out_floor_schedule - 20, heading_out_floor_schedule + heading_out_num_floors - 20, 20)
        ld      a, b            ; a = heading_out_num_floors
        ld      hl, heading_out_floor_schedule - 20
        call    add_16b         ; hl = heading_out_floor_schedule - 20 + heading_out_num_floors
        ld      b, 20
        ld      de, heading_out_floor_schedule - 20
copy_history_next:
        ldi     a, [hl]
        ld      [de], a
        inc     de
        dec     b
        jr      nZ, copy_history_next
        ret

; Checks if the value of register a is present in the 20 array elements before de.
; Sets a to 0xab if a duplicate is found. Otherwise leaves a unchanged.
check_history:
        push    de
        push    bc
        ld      b, 20
        ld      c, a
        dec     de
loop:
        ld      a, [de]
        cp      c
        jr      Z, found_dup
        dec     de
        dec     b
        jr      nZ, loop
        jr      no_dup
found_dup:
        ld      a, 0xab
        jr      return
no_dup:
        ld      a, c
return:
        pop     bc
        pop     de
        ret

Heading Out? inverted floors

Each floor in the schedule has a 50% random chance of being vertically inverted. The inverted version of a floor has essentially the same solution as the regular version (substitute Up moves for Down and vice versa), but inversion also changes the paths to the entrance/exit tiles, which are at fixed positions. Therefore an inverted floor may be slightly faster or slower than its non-inverted version, usually by 2 steps.
For example, here are the non-inverted and inverted versions of floor 31. There's an extra bend in the entrance/exit paths in the inverted version, requiring 2 additional steps.
31
####################
####################
####################
####################
####################
####################
######........######
######........######
......~.####......1#
######..####..######
######.a......######
######.#......######
####################
####################
####################
####################
####################
####################
31i
####################
####################
####################
####################
####################
####################
######.#......######
######.a......######
....##..####..##..1#
###...~.####.....###
######........######
######........######
####################
####################
####################
####################
####################
####################
The vertical inversion decision happens in the subroutine at 0x06f2.
define  current_floor           0xc2bf
define  vertical_invert         0xc2fa
define  num_floors_completed    0xc375

increment_num_floors_completed_and_roll_vertical_invert:
        ld      a, [num_floors_completed]
        inc     a
        ld      [num_floors_completed], a
        ld      e, a
        ld      d, 0
        ld      hl, heading_out_floor_schedule
        add     hl, de
        ld      a, [hl]
        ld      [current_floor], a
        xor     a
        ld      [vertical_invert], a
        call    rng_next
        and     1
        ld      [vertical_invert], a
        ret

Heading Out? solutions

These are optimal solutions for every Heading Out? floor:
Skill#Invert?FramesStepsSolution
Easy30 22224WWWWWWNWSWNWSWSWNWWWWWWW
Easy30i24026WWSWWWWNWSWNWSWNWSWWWWNWWW
Easy31 42944WWWWWNWWWWWWSSWSEEEEESENNNENWWWWWWNWSSWWWWWW
Easy31i44746WWSWWWWSWWWWWNNWNEEEEENESSSESWWWWWWSWNNWWWNWWW
Easy32 22824WWWWWWNWWWSENWWWSWWWWWWW
Easy32i24626WWSWWWWNWWWSENWWWSWWWWNWWW
Easy33 25226WWNWWWWSWWNNWWSNWWSWWWSWWW
Easy33i27028WWSSWWWWSWWNNWWSNWWSWWWNNWWW
Easy34 38141WWWWWWWWWWSEEEEENNWWWWWWNEEEESWWWWWWWWWWW
Easy34i39943WWSWWWWWWWWNEEEEESSWWWWWWSEEEENWWWWWWWWNWWW
Easy35 38342WWSSSWWWWWNNEWNENWNWWWWWSSSEESSWWWWWNNNWWW
Easy35i36540WWNNWWWWWSSEWSESWSWWWWWNNNEENNWWWWWSSWWW
Easy36 25728WWWWWSSSWWWWWWNENNNWSWWWWWWW
Easy36i27530WWSWWWNNNWWWWWWSESSSWNWWWWNWWW
Easy37 24727WWWWWWNNWSENNWWWSSWWWWWWWWW
Easy37i26529WWSWWWWSSWNESSWWWNNWWWWWWNWWW
Easy38 33034WWNNWWWSSSSSWNNENNNWWWWWWWWWWSSWWW
Easy38i34836WWSSSWWWNNNNNWSSESSSWWWWWWWWWWNNNWWW
Easy39 28830WWNNWWWWSSWWSSWNNWWNNWWWWSSWWW
Easy39i30632WWSSSWWWWNNWWNNWSSWWSSWWWWNNNWWW
Easy40 27330WWSWWWWWNNWWEESSSWWNWWWWWWNWWW
Easy40i25528WWWWWWWSSWWEENNNWWSWWWWWWWWW
Easy41 36940WWWWWNNWWWWWSWEENEEEESSSSWWWWWNWWNWWWWWW
Easy41i38742WWSWWWSSWWWWWNWESEEEEENNNNWWWWSWWWSWWWNWWW
Easy42 27830WWWWWNNWWWWWWSENSWNESSWWWWWWWW
Easy42i29632WWSWWWNNWWWWWWSENSWNESSWWWWWNWWW
Easy43 40642WWNNWWWWSESWNWSESWSWWSWNENWSWNNNNWWWWSSWWW
Easy43i42444WWSSSWWWWNENWSWNENWNWWNWSESWNWSSSSWWWWNNNWWW
Easy44 36338WWSSSWWWWWWNESSWWNWWSSEENNNNWWWWWSSWWW
Easy44i36338WWNNWWWWWWSENNWWSWWNNEESSSSWWWWWNNNWWW
Easy45 25828WWWWWWWNSSSWWNENNWSWWWWWWWWW
Easy45i27630WWSWWWWSNWNNWWSESSWNWWWWWWNWWW
Easy46 26028WWWWWWWWENNWSWWESSWNWWWWWWWW
Easy46i27830WWSWWWWWWESSWNWWENNWSWWWWWNWWW
Easy47 32836WWNNWWWWSSSSWWWEENNNWSWWWNNWWWWSSWWW
Easy47i34638WWSSSWWWWNNNNWWWEESSSWNWWWSSWWWWNNNWWW
Easy48 45950WWNWWWWWNWWWWWSEEEEEEWWWWWSSEENEESSSWWWWWWWWNNNWWW
Easy48i45950WWSSWWWWWSWWWWWNEEEEEEWWWWWNNEESEENNNWWWWWWWWSSWWW
Easy49 34537WWWWWWWWEENNWSSESSWNENNNWWWSWSWWWWWWW
Easy49i36339WWSWWWWWWEENNNWSSESSWNESSWWWWNNWWWWNWWW
Easy50 29632WWWWWWWWNNWSESSSSWWNENWWNWWWWWWW
Easy50i31434WWSWWWWWWSSWNENNNNWWSESWWSWWWWNWWW
Easy51 32434WWSSSWWWWWNNNWSENWWWWSSSWWWWNNNWWW
Easy51i30632WWNNWWWWWSSSWNESWWWWNNNWWWWSSWWW
Easy52 51054WWNWWWSWWWWWNEEEEESSWNESSWWWNEEESSWNESSWWWWWWWNWWWSWWW
Easy52i52856WWSSWWWNWWWWWSEEEEENNWSENNWWWSEEENNWSENNWWWWWWWSWWWNNWWW
Easy53 32434WWNNWWWWWWWSEESSWSWNESWWWWWWNNNWWW
Easy53i32434WWSSSWWWWWWWNEENNNWWSENWWWWWWSSWWW
Easy54 29332WWNNWWWSSSWNWNWWWSSWSWSWWWNNNWWW
Easy54i29332WWSSSWWWNNNWSWSWWWNNWNWNWWWSSWWW
Easy55 27730WWSWWWWWWNNWWSENWWSSSWWWWWNWWW
Easy55i25928WWWWWWWWSSWWNESWWNNNWWWWWWWW
Easy56 30030WWWWWWWSWESEENWWWWNSWWWNWWWWWW
Easy56i31832WWSWWWWWNWENEESWWWWSNWWWSWWWNWWW
Easy57 27230WWNNWWWWWWWWSWSSESSWWWWWNNNWWW
Easy57i27230WWSSSWWWWWWWWNWNNENNWWWWWSSWWW
Easy58 49551WWWWWWSWWSWWWNENNEESSESWWWWEENNWSSSWWWNNNNNWWWSSWWW
Easy58i51353WWSWWWWNWWWNWWSESSEENNENWWWWEESSWNNWNWSSSSSWWWWNNNWWW
Easy59 39943WWSWWWWWSWWEENNWSENNWWNEEWWSENWWSSWWWWWNWWW
Easy59i38141WWWWWWWNWWEESSWNESSWWSEEWWNESWWNNWWWWWWWW
Average60 47948WWWWWNNWWSSNNEESSSSWNENWWWWEEESSWNENWWWWWWWWWWWW
Average60i49750WWSWWWNNWWSSNNEESSSSWNENWWWWEEESSWNENWWWWWWWWWNWWW
Average61 43546WWWWWWNWWWNEESESESNNWWNWWSEEESSSSWWNWWWNWWWWWW
Average61i45348WWSWWWWSWWWSEENNEENSSWWSWWNEEENNNNWWSWWWSWWWNWWW
Average62 58563WWSWWWNWWNEESSWWWSWENEEENNWWSEENNWWWWSSESEEENNNNWWWWSWWWWWWSWWW
Average62i58563WWWWWWSWSEENNWWWNWESEEESSWWNEESSWWWWNNENEEESSSSWWWWNWWWWWWNNWWW
Average63 47652WWNNWWWWSSSSSWNNNNWWNWWSSSNNNEESWSSEESSWWWWWWWNNNWWW
Average63i47652WWSSSWWWWNNNNNWSSSSWWSWWNNNSSSEENWNNEENNWWWWWWWSSWWW
Average64 32835WWNNWWWWSWWWEEESSSWNWWSWWWWWWNNNWWW
Average64i32835WWSSSWWWWNWWWEEENNNWSWWNWWWWWWSSWWW
Average65 34236WWWWWWWNNWWSEWSENWWNEESSSWWNWWWWWWWW
Average65i36038WWSWWWWWSSWWNEWNESWWSEENNNWSWWWWWWNWWW
Average66 24626WWSWWWWWWWWNEWWNESWWWWWWWW
Average66i24626WWWWWWWWWWSEWWSENWWWWWNWWW
Average67 31734WWNNWWWSWSSWSWWSWWNNEENNWWWWWSSWWW
Average67i33536WWSSSWWWNWNNWNWWNWWSSEESSWWWWWNNNWWW
Average68 24326WWWWWWNWWSWNWWESSWNWWWWWWW
Average68i26128WWSWWWWSWWNWSWWENNWSWWWWNWWW
Average69 32034WWNWWWWSWNSWSWNEENENWWWWSWWWWWSWWW
Average69i33836WWSSWWWNWWSNWNWSEESESWWWWNWWWWWNNWWW
Average70 39342WWNNWWWSSSSSWWNENENNWSNNWWWWWSSSWWWWNNNWWW
Average70i39342WWSSSWWWNNNNNWWSEESSSWNSSWWWWWNNWNWWWSSWWW
Average71 38242WWNNWWWSSSSWWNNENNWWWSSESSWWWNNNNWWWWSSWWW
Average71i40044WWSSSWWWNNNNWWSSESSWWWNNENNWWWSSSSWWWWNNNWWW
Average72 36039WWSWWWWWSWWEENNNNWWSESSWNESSWWWWWWWNWWW
Average72i34237WWWWWWWNWWEESSSSWWNENNWSENNWWWWWWWWWW
Average73 35336WWWWWWNWWSENENWWWEESSWNNWWSSWWWWWWWW
Average73i37138WWSWWWWSWWNESESWWWEENNWSSWWNNWWWWWNWWW
Average74 42943WWWWWSSWSWWWNNESWNNWWNEEENEESSWWWWWWWWWWWWW
Average74i44745WWSWWWNNNWWWWSSENWSSWWSEEESEENNWWWWWWWWWWNWWW
Average75 39042WWNNWWWWWWWWSSEEESENNNWWWWSSESWSWWWWNNNWWW
Average75i39042WWSSSWWWWWWWWNNEEENESSSWWWWNNENWNWWWWSSWWW
Average76 23826WWWWWWWSWNENNWWWSSWWWWWWWW
Average76i25628WWSWWWWWNWSESSWWWNNWWWWWNWWW
Average77 30633WWWWWWSSWWNNNEESSSSWWWWNWWNWWWWWW
Average77i32435WWSWWWNNWWWSSSEENNNNWWWWWSWSWWWNWWW
Average78 28230WWWWWSSSWWWEENNWWNWWWSWWWWNWWW
Average78i28230WWSWWWNNNWWWEESSWWSWWWNWWWWWWW
Average79 31434WWWWWWNNWWWEEESSSSWNWWWSWNNWWWWWWW
Average79i33236WWSWWWWSSWWWEEENNNNWSWWWNWSSWWWWNWWW
Average80 31430WWNNWWWSSSWWWNWNWWSSWSWWWNNWWW
Average80i31430WWSSSWWWNNNWWWSWSWWNNWNWWWSWWW
Average81 50754WWNNWWWSSSWSSWWNWSEENNEENNNWWSSSSWWNESWWNNWSSWWWNNNWWW
Average81i50754WWSSSWWWNNNWNNWWSWNEESSEESSSWWNNNNWWSENWWSSWNNWWWSSWWW
Average82 27630WWWWWWNNWWWEESSWNWWWSSWWWWNWWW
Average82i27630WWSWWWWSSWWWEENNWSWWWNNWWWWWWW
Average83 25928WWWWWWWNWESSWNWNSSWWWNWWWWWW
Average83i27730WWSWWWWWNWESSWNWNSSWWWNWWWNWWW
Average84 37136WWWWWWWWWSNNESEESSWWNNENWWWWSWWWWWWW
Average84i38938WWSWWWWWWWSNNESEESSWWNNENWWWWSWWWWNWWW
Average85 35336WWWWWSSWWNWWWEEENEENNWWSWWWSWWWWWWWW
Average85i37138WWSWWWSSWWNWWWEEENEENNWWSWWWSWWWWWNWWW
Average86 1218128WWNNWWWWSSWNESSWWWNEEESSWNESSWWWWWNEEEEESSWNESSWWWNEEESSWNESSSSWNESSWWWNEEESSWNESSWWWWWNEEEEESSWNESSWWWNEEESSWNESSWWWWWWWWWNNWWW
Average86i1218128WWSSSWWWWNNWSENNWWWSEEENNWSENNWWWWWSEEEEENNWSENNWWWSEEENNWSENNNNWSENNWWWSEEENNWSENNWWWWWSEEEEENNWSENNWWWSEEENNWSENNWWWWWWWWWSWWW
Average87 48652WWWWWNNWWEESSSSWWEENNWSNNWSENNWWWSWWNESWWNNWSSWWWWWW
Average87i50454WWSWWWNNWWEESSSSWWEENNWNSSWNESSWWWNWWSENWWSSWNNWWWNWWW
Average88 88490WWNNWWWWWSSNNWWSSSSSWWWNNEEWWSSEEENNNNSSSSEENENWWENNNWWWEEESSSSSWWNNNNSSEENNNWWWWWWWWSSWWW
Average88i90292WWSSSWWWWWNNSSWWNNNNNEESESWWENNWWSSSSNNEESSSWWWENNNNNWWWSSEEWWNNEEESSSSNNEESSSWWWWWWWWNNNWWW
Average89 57760WWNNWWWSWWWSWWNEEESEENNWSESWWWWNWSSSWSEEENEESWWWWWWWWWNNNWWW
Average89i57760WWSSSWWWNWWWNWWSEEENEESSWNENWWWWSWNNNWNEEESEENWWWWWWWWWSSWWW
Average90 38841WWNNWWWWSSSSSWWWNWSEEENENNWWSWWNWWWWSSWWW
Average90i40643WWSSSWWWWNNNNNWWSWWNEESEESSWWNWWSWWWWNNNWWW
Average91 60462WWWWWNNWWWWWWSSESSSEEEENNWEENNWNWSSNEESSWWWWESSWWNNENWWWWWWWWW
Average91i62264WWSWWWSWSWWWWWNNENNNEEEESSWEESSSWWNNSEENNWWWWENNWWSSESWWWWWWNWWW
Average92 48346WWWWWNNWWSSWSWSEEENENWWWWWSESEENENWWWWWWWWWWWW
Average92i50148WWSWWWNNWWSSWSWSEEENENWWWWWESESENENWWWWWWWWWNWWW
Average93 29631WWSWWWWWSSWWNENNWWNESWWSWWWNWWW
Average93i27829WWWWWWWNNWWSESSWWSENWWNWWWWWW
Average94 32034WWWWWWNWWEESSWWNWSWENNWSWNWSWWWWWW
Average94i33836WWSWWWWNWWEESSWWNWSWENNWSWNWSWWWNWWW
Average95 31934WWWWWNNWWSESNNWWSSWWSSWSWNNNWWWWWW
Average95i33736WWSWWWSSWWNENSSWWNNWWNNWNWSSSWWWNWWW
Average96 50251WWNNWWWWSSWESNNNWWWWSSENSWWWSNNNEEESSWSSWWWWWNNNWWW
Average96i50251WWSSSWWWWNNWENSSSWWWWNNESNWWWNSSSEEENNWNNWWWWWSSWWW
Average97 36538WWNNWWWSSSWWSWWNNNEENNWSENNWWWWWWSSWWW
Average97i38340WWSSSWWWNNNWWNWWSSSEESSWNESSWWWWWWNNNWWW
Average98 37040WWWWWWNNWWSESESSWNNNSSSWWWNENNWSWWWWWWWW
Average98i38842WWSWWWWSSWWNENENNWSSSNNWNWWSESSWNWWWWWNWWW
Average99 65266WWNNWWWSWSWSWWWNNWSESSWWNEEEESENNWNEENESSSWSWWWWSWNNNENWWNWWWSSWWW
Average99i67068WWSSSWWWNWNWNWWWSSWNENNWWSEEEENESSWSEESENNNWNWWWWNWSSSESWWSWWWNNNWWW
Average100 49948WWWWWNWNWSSNWEEESWWWNWSESWENEESWWWWWWSSWWWNNNWWW
Average100i49948WWSWWWSWSWWENNSEENWWWSWNENWSEEENWWWWWWNNWWWSSWWW
Average101 87382WWNNWWWSSWWSWWNWESEENWWWWEESWESSWNESENNENWWWWEESWWWNSEESSEEENNENWWWWWSWNNNWWWSSWWW
Average101i89184WWSSSWWWNNWWNWWSWENEESWWWWEENWENNWSENESSESWWWWEENWWWSNEEENNEESSESWWWWWNWSSSWWWNNNWWW
Average102 75574WWSSSWWWNNNWWSSEENNNWWSEWWWNNEEEESSSWWWWNWWNNWSSEEWWSSENENWNWSSSSWWWNNNWWW
Average102i73772WWNNWWWSSSWWNNEESSSWWNEWWWSSEEEENNNWWWWSWWSSWNNEEWWNNESESWSWNNNNWWWSSWWW
Average103 69273WWSSSWWWWWWWNNNEEENNWWWSSWWSSSEENNSSWWNNNEEWWNSSSSEENNNNEEESSWWWWWWWWWWWW
Average103i69273WWNNWWWWWWWSSSEEESSWWWNNWWNNNEESSNNWWSSSEEWWSNNNNEESSSSEEENNWWWWWWWWWNWWW
Average104 60060WWSSSWWWNWWWWWSWWNEEEEESEENWSWNNNWWWEEENNWSESWWWWWNNWWWSSWWW
Average104i60060WWNNWWWSWWWWWNWWSEEEEENEESWNWSSSWWWEEESSWNENWWWWWSSWWWNNNWWW
Average105 42343WWSWWWNNWWWSNWWSSWEEESEESNWWSNWWSWWNWWWNWWW
Average105i40541WWWWWSSWWWNNWENEENSWWNNWWSWESSSNWWNWWWWWW
Average106 46450WWNNWWWSWSWSWNESSWWSWWEENEENNWNWWSSSWNESSWWWWWNWWW
Average106i46450WWSSSWWWNWNWNWSENNWWNWWEESEESSSWWWNNNWSENNWWWWWWWW
Average107 54458WWSWWWWSNNWWWNNWWWSENEEEEESSWNESSWWWNSESWWNESSWWSWWWWNNWWW
Average107i52656WWWWWWNSSWWWSSWWWNESEEEEENNWSENNWWWSNENWWSENNWWNWWWWSWWW
Average108 31434WWSWWWWSWWWEEENNNWWSWNSSWNWWWWWWWW
Average108i31434WWWWWWNWWWEEESSSWWNWSNNWSWWWWWNWWW
Average109 1083115WWWWWWWWWEEEESSWNESSWWWNEEESSWNESSWWWWWEEEEENNWSENNWWWSEEENNWSENNWWWWWSWENEEEEENNWSENNWWWSEEENNWSENNWWWWWSWSWWWWWWW
Average109i1101117WWSWWWWWWWEEEESSWNESSWWWNEEESSWNESSWWWWWEEEEENNWSENNWWWSEEENNWSENNWWWWWSWENEEEEENNWSENNWWWSEEENNWSENNWWWWWSWSWWWWNWWW
Hard110 50246WWWWWNWNWWWSSSSSWWNESENSEENWWWSWNENWSWNNWWWWWW
Hard110i52048WWSWWWSWSWWWNNNNNWWSENESNEESWWWNWSESWNWSSWWWNWWW
Hard111 55155WWWWWWSWWSWEEESWWNNEENNWWSSSWWWENENNNWWWSESSENNWWWWWWWW
Hard111i56957WWSWWWWNWWNWNESEESSSWNNENWSWNWWWESESSSWWWNENNESSWWWWWNWWW
Hard112 34436WWWWWWNNWWESESSWNNENWWWSSSWWNWWWWWWW
Hard112i36238WWSWWWWNNWWESESSWNNENWWWSSSWWNWWWWNWWW
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Hard113i54257WWWWWSWWWWNEEENNWSSWWNWWNNEEESSSEESSWNNENWWSSSWWNNWWWNWWW
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