The levels in the game are contained in the files
  level0, level1, level2, ...  (as many levels as you want)
in this directory.

To alter them or add new ones, use the game level editor, included here
(compiled for Redhat Linux 6.2 on Pentiums). 

The game level editor is pretty crude, but functional enough to create
some interesting levels.  The initial window lets you open an existing
level file, or create a new one with the given dimensions (which can be
changed by the sliders).

When editing an existing level or a newly created one, a new window
pops up showing the level slice by slice: the first rectangle shows the
"ground floor", the second rectangle the next floor up, etc. Black squares
indicate a cube is solid, and white squares indicate an empty cube. The
square with the red outline is the current cube, to which the controls
below refer.

Notice that the ground floor, top floor, and outer walls of every floor
are all solid: you cannot change this, since Spaceman Spiff must stay
contained inside the level. However, every other cube can be toggled between
solid and empty by right clicking on it.

Left clicking on a cube selects that as the current cube. For solid cubes
you can use the menus under "Walls" to alter the appearance of each face
(labelled by the axis along which they point: x+ is facing right, y+ is
facing up (in the sense of gravity in the game), and z+ is facing down
(in the screen sense).

The radiobuttons under "Fixed objects" let you select a permanent object
to place in the current cube. (Though the game allows multiple objects
in a cube at any location, the editor restricts you to just one in a
standard location for the moment) BarsXY is a set of iron bars lying in
the X-Y plane, etc. and Step is a wooden step that Spiff or guards can
jump on in order to climb.

The radiobuttons under "Free objects" let you select a movable object to
place at a random location in the current cube. (Again, the game allows
for multiple such objects, but the editor restricts you to one for now).

The radiobuttons under "Badguys" do the same thing - let you place a
guard at a random position and heading in the current cube.

The next box down has a button which allows you to put Spiff's initial
position for the level (and to whcih he returns whenever he loses a chance)
in the current cube. There is also a slider to adjust his initial heading;
0 degrees is looking along the negative z axis (up in the screen sense).

Notice that using these buttons to place things in the current cube alters
its appearance - tiny coloured dots show what sorts of things the cube
contains.

Finally, you can save the level, or close the window when you're finished
working on it (and have already saved it!).

