
Animation is used for registering the graphics of objects displayed on the screen including gadgets. A single animation can be registered with multiple actions and display orientations. For example, the player character animation can be set to display the character gadget facing right or left for the action "stop." Likewise, the character can be made to face certain directions for the action "walk." The actions defined for the character are switched using the gadget's motion programs.
Graphics
Graphics can be set a frame at a time. The display duration of a frame can be set in 1/100-second steps. Graphics can be registered with user-defined parameters such as scaling, rotation, and transparency.

Collision Detection
Collision detection can be set within a square-wave range of an object per frame. There are three types of collision detection settings, one for determining contact with another gadget, one for determining contact with a tile, and another one that inflicts damage upon contact.

Connection Points
When a certain gadget appears, it is possible to designate another gadget to appear together with the original gadget at a specific point of connection. For example, it can be used in shooting games to mark the release point of bullets from a gun.
