+ draw roughly circular bg destruction when lemming explodes + wait a second after last lemming gone to exit + update the "in" % + dig off the map, end level + fill in some of the ground so we don't get stuck when digging + "Out" counter is only printed to page1 so gets erased by cursor + Falling too far and you go splat + See if the jerky animation is due to starting at an odd x vs even x, maybe we should start animation 4 frames in if that's the case. Or maybe it's the shift for odd frames, make the shift the other way if walking left/right + Add floater + Add stopper + Add climber + when nuke, they should stop coming out of the door + offset the frames when nuking so not simultaneous + on explosion, start with invisible 6 so we always get a full 5s + nuke/exploding should not happen if lemming is splatting or already exploding + green flame for ice level