|oh well, it might turn into level 3 ...|
Et voilà enfin un second niveau pour le jeu de course contre
I'm also very close to the maximum number of "OAMs" the console can handle. If you stun all the bladors in the level and drop them in places where they cannot recover, the barrier of 128 OAMs will explode and things will start to disappear. The solution is simple and has been post-poned for a while: manage dynamically the monsters of the level, freeze some that are off-screen for too long and start using those that are getting in-range. This is video game programming 101 since the start of scrolling games (only 10 live monsters in a game of Super Mario World while you may have 10 times more monsters on the map) but the superior processing power of the DS allowed me to be "lazy" up to now.
I'd still probably be nowhere if I hadn't quick-injected a screen copy/paste feature in LEDS. Level 3 will definitely be easier to make if I take time to ensure attaching GOBs in LEDS never break the level script (e.g. by making the attachment instruction always appearing after the two involved GOBs are created :P)