anchor.diff:      rmtFight:   mapsCnt := Length(FIGHT_MAPS);
       rmtCoop:    mapsCnt := Length(COOP_MAPS);
     end;
  +
  +  // Make more frequent saves and smaller replay length
  +  savesFreq := SAVEPT_FREQ div 2*(Byte(MapsType = rmtFight));
  +  savesCnt := (SIMUL_TIME_MAX div savesFreq);
  +  replayLength := REPLAY_LENGTH div 3*(Byte(MapsType = rmtFight));
   
   //  for K := Low(MAPS) to High(MAPS) do
   //  for K := 5 to High(MAPS) do
  
positive.code: 
  var
    K,L,I,M: Integer;
    desyncCnt, mapsCnt: Integer;
    simulLastTick, totalRuns, totalLoads: Integer;
  begin
    PAUSE_GAME_AT_TICK := -1;    //Pause at specified game tick
  
negative.code:       gGameApp.GameSettings.DebugSaveGameAsText := True;
  
        gGameApp.GameSettings.SaveCheckpoints := True;
        gGameApp.GameSettings.SaveCheckpointsFreq := savesFreq;
        gGameApp.GameSettings.SaveCheckpointsLimit := savesCnt;
  
  //      LOG_GAME_TICK := True;
  //      Include(gLog.MessageTypes, lmtCommands);
  