anchor.diff:          stage.p.rooms = [];
   
           var room       = new Q.Room({ dataAsset: Q.rooms.items[Q.state.get("room")], layerIndex: 0, sheet: 'hand', tileW: 32, tileH: 32, type: SPRITE_TILES });
  -        var background = new Q.Room({ dataAsset: "background.tmx", layerIndex: 0, sheet: 'hand', tileW: 32, tileH: 32, type: Q.SPRITE_NONE });
  +        var background = new Q.Room({ dataAsset: '<%= asset_path("background.tmx") %>', layerIndex: 0, sheet: 'hand', tileW: 32, tileH: 32, type: Q.SPRITE_NONE });
           stage.insert(background);
           stage.collisionLayer(room);
           stage.p.rooms[Q.state.get("room")] = room;
  
positive.code: 
                  stage.remove(heart);
              }
          };
  
          Q.state.on("change.hp", this.updateHearts);
      });
  
      Q.scene("overworld",function(stage) {
  
negative.code:     });
  
      console.log("<%= asset_path("full-heart.png") %>, <%= asset_path("half-heart.png") %>, <%= asset_path("broken-heart.png") %>, <%= asset_path("background.tmx") %>, <%= asset_path("zelda_hand_tiles.png") %>, <%= asset_path("zelda_hand_test.tmx") %>, <%= asset_path("room_0.tmx") %>, <%= asset_path("room_1.tmx") %>, <%= asset_path("room_2.tmx") %>, <%= asset_path("room_3.tmx") %>");
      Q.load("<%= asset_path("full-heart.png") %>, <%= asset_path("half-heart.png") %>, <%= asset_path("broken-heart.png") %>, <%= asset_path("background.tmx") %>, <%= asset_path("zelda_hand_tiles.png") %>, <%= asset_path("zelda_hand_test.tmx") %>, <%= asset_path("room_0.tmx") %>, <%= asset_path("room_1.tmx") %>, <%= asset_path("room_2.tmx") %>, <%= asset_path("room_3.tmx") %>", function() {
          Q.sheet("hand","<%= asset_path('zelda_hand_tiles.png') %>", { tilew: 32, tileh: 32});
          Q.stageScene("overworld", 0, { sort: function (a, b) {
              return a.p.z > b.p.z;
          }});
          Q.stageScene("heart_bar", 1);
  
          /* the player could already be dead... */
          Q.state.checkPlayerDeath();
      });
  
      Q.component("heartAction", {
  