panel_ul = { type = Tile.Solid, frame = 1 }
panel_u = { type = Tile.Solid, frame = 2 }
panel_ur = { type = Tile.Solid, frame = 3 }
panel_l = { type = Tile.Solid, frame = 7 }
panel_c = { type = Tile.Solid, frame = 8 }
panel_r = { type = Tile.Solid, frame = 9 }
panel_dl = { type = Tile.Solid, frame = 13 }
panel_d = { type = Tile.Solid, frame = 14 }
panel_dr = { type = Tile.Solid, frame = 15 }

panel_fs = { type = Tile.Solid, frame = 6 }
panel_bs = { type = Tile.Solid, frame = 12 }

panel_k1 = { type = Tile.Solid, frame = 4 }
panel_k2 = { type = Tile.Solid, frame = 10 }
panel_k3 = { type = Tile.Solid, frame = 16 }
panel_hint = { type = Tile.Solid, frame = {5, 5, 5, 5, 5, 5, 5, 11}, time = 0.14 }

block = { type = Tile.Solid, frame = 18 }
girder_h = { type = Tile.Solid, frame = 19 }
girder_v = { type = Tile.Solid, frame = 20 }
warning = { type = Tile.Solid, frame = 21 }
back = { type = Tile.Solid, frame = 22 }
back_d = { type = Tile.Solid, frame = 23 }

buoy = { type = Tile.Solid, frame = 24 }
ledge = { type = Tile.Ledge, frame = 25 }
water = { type = Tile.Water, frame = 26 }
water_s = { type = Tile.Water, frame = 27 }

black = { type = Tile.Solid, frame = 30 }
black_ul = { type = Tile.Empty, frame = 31 }
black_ur = { type = Tile.Empty, frame = 32 }
black_s = { type = Tile.Solid, frame = 33 }
black_ledge = { type = Tile.Ledge, frame = 34 }

glitch_tunnel = { type = Tile.Solid, frame = {36, 37, 38}, time = 0.14 }
glitch_check = { type = Tile.Solid, frame = {39, 40}, time = 0.12 }
glitch_ugly = { type = Tile.Solid, frame = 42 }
glitch_static1 = { type = Tile.Solid, frame = { 43, 44, 45, 46, 47}, time = 0.07 }
glitch_static2 = { type = Tile.Solid, frame = { 44, 43, 46, 47, 45}, time = 0.07 }
glitch_static3 = { type = Tile.Solid, frame = { 45, 46, 47, 43, 44}, time = 0.07 }
glitch_static4 = { type = Tile.Solid, frame = { 47, 45, 43, 44, 46}, time = 0.07 }
glitch_static5 = { type = Tile.Solid, frame = { 46, 47, 44, 45, 43}, time = 0.07 }

