By the way, you can break the wall on the far right of the first room (after the door, where the skeletons are). If you can make it all the way to where the blocks are supposed to be, I may have set the drops for them, too. The wall in the first room though was just for debugging. Still have to redo the drops for the walls, since when I first scripted them I didn't realize a breakable block without anything above it has a different "origin" than a breakable block with another breakable block over it. But yeah, go ahead and try breaking the far right wall before you go up the stairs and walk through it. Not a magic trick, the wall is actually gone. And I designed the rooms with TSAs, which if you're one of the people that's actually looked at my stage_init() script, it's understandable that I'm proud of it.
Oh yeah, that reminds me. Inccubus, I'll need you to test my next "pre-release" to make sure breakable walls work with single-layer tiling, since all my rooms are dual-layer.