diff --git a/display_assets.py b/display_assets.py
index 62fbcfd..5c57547 100644
--- a/display_assets.py
+++ b/display_assets.py
@@ -3,45 +3,228 @@ import pygame
 import project_constants as const
 
 
-# moved here from minefield
-def calculate_screen_position(row, column):
+# ====================== #
+# === MAIN FUNCTIONS === #
+# ====================== #
 
+
+def test_blits():
+    display_concrete((2, 3))
+    display_mud((5, 6))
+    display_mud((5, 7))
+    display_grass((2, 1))
+    display_mine((2, 7))
+    display_mine((5, 7))
+    display_concrete((0, 0))
+    display_chained_mine((1, 2), (2, 3))
+    display_chained_mine((2, 3))
+    display_chained_mine((4, 8), (11, 15))
+    display_time_mine((1, 8), 12)
+    display_time_mine((2, 8), 34)
+
+
+def blit_graphics(minefield):
+    # background grid (fills frame with white, blits grid)
+    const.SCREEN.fill((255, 255, 255))
+    const.SCREEN.blit(
+        const.ASSET_BACKGROUND,
+        (
+            const.V_SCREEN_PADDING,
+            const.V_SCREEN_PADDING
+        )
+    )
+
+    # draw tiles and mines from minefield
+    minefield.draw(const.SCREEN)
+
+    # all the tests in one place
+    test_blits()
+
+    # sapper
+    display_sapper(
+        minefield.agent.position,
+        minefield.agent.direction
+    )
+
+    # update graphics after blitting
+    pygame.display.update()
+
+
+# moved here from minefield
+def calculate_screen_position(coords):
     coords = (
-        const.V_NUMBER_PADDING + const.V_SCREEN_PADDING + const.V_TILE_SIZE * column,
-        const.V_NUMBER_PADDING + const.V_SCREEN_PADDING + const.V_TILE_SIZE * row,
+        const.V_NUMBER_PADDING + const.V_SCREEN_PADDING + const.V_TILE_SIZE * coords[1],
+        const.V_NUMBER_PADDING + const.V_SCREEN_PADDING + const.V_TILE_SIZE * coords[0],
     )
 
     return coords
 
 
-def display_sapper(sapper_x, sapper_y, sapper_dir):
+# ============== #
+# === SAPPER === #
+# ============== #
 
-    sapper_screen_coords = calculate_screen_position(
-        sapper_x,
-        sapper_y
-    )
 
-    if sapper_dir == const.Direction.UP:
+def display_sapper(coords, direction):
+    sapper_screen_coords = calculate_screen_position(coords)
+
+    if direction == const.Direction.UP:
         const.SCREEN.blit(
             const.ASSET_SAPPER,
             sapper_screen_coords
         )
-
-    if sapper_dir == const.Direction.RIGHT:
+    elif direction == const.Direction.RIGHT:
         const.SCREEN.blit(
             pygame.transform.rotate(const.ASSET_SAPPER, 270),
             sapper_screen_coords
         )
-
-    if sapper_dir == const.Direction.DOWN:
+    elif direction == const.Direction.DOWN:
         const.SCREEN.blit(
             pygame.transform.rotate(const.ASSET_SAPPER, 180),
             sapper_screen_coords
         )
-
-    if sapper_dir == const.Direction.LEFT:
+    elif direction == const.Direction.LEFT:
         const.SCREEN.blit(
             pygame.transform.rotate(const.ASSET_SAPPER, 90),
             sapper_screen_coords
         )
 
+
+# ============= #
+# === TILES === #
+# ============= #
+
+
+def display_concrete(coords):
+    const.SCREEN.blit(
+        const.ASSET_CONCRETE,
+        calculate_screen_position(coords)
+    )
+
+
+def display_mud(coords):
+    const.SCREEN.blit(
+        const.ASSET_MUD,
+        calculate_screen_position(coords)
+    )
+
+
+def display_grass(coords):
+    const.SCREEN.blit(
+        const.ASSET_GRASS,
+        calculate_screen_position(coords)
+    )
+
+
+# ============= #
+# === MINES === #
+# ============= #
+
+
+def display_mine(coords):
+    const.SCREEN.blit(
+        const.ASSET_MINE,
+        calculate_screen_position(coords)
+    )
+
+
+def display_chained_mine(coords, parent_coords=None):
+    def display_number(which_coord, number):
+
+        number_asset = const.ASSET_NUMBER_CHAINS_0
+        if number == 1:
+            number_asset = const.ASSET_NUMBER_CHAINS_1
+        elif number == 3:
+            number_asset = const.ASSET_NUMBER_CHAINS_3
+        elif number == 4:
+            number_asset = const.ASSET_NUMBER_CHAINS_4
+        elif number == 5:
+            number_asset = const.ASSET_NUMBER_CHAINS_5
+        elif number == 6:
+            number_asset = const.ASSET_NUMBER_CHAINS_6
+        elif number == 7:
+            number_asset = const.ASSET_NUMBER_CHAINS_7
+        elif number == 8:
+            number_asset = const.ASSET_NUMBER_CHAINS_8
+        elif number == 9:
+            number_asset = const.ASSET_NUMBER_CHAINS_9
+        elif number == 10:
+            number_asset = const.ASSET_NUMBER_CHAINS_10
+        elif number == 11:
+            number_asset = const.ASSET_NUMBER_CHAINS_11
+        elif number == 12:
+            number_asset = const.ASSET_NUMBER_CHAINS_12
+        elif number == 13:
+            number_asset = const.ASSET_NUMBER_CHAINS_13
+        elif number == 14:
+            number_asset = const.ASSET_NUMBER_CHAINS_14
+        elif number == 15:
+            number_asset = const.ASSET_NUMBER_CHAINS_15
+
+        mine_coords = calculate_screen_position(coords)
+        number_coords = mine_coords
+        if which_coord == const.Coords.X:
+            number_coords = (mine_coords[0] + 20, mine_coords[1] + 24)
+        elif which_coord == const.Coords.Y:
+            number_coords = (mine_coords[0] + 34, mine_coords[1] + 24)
+
+        const.SCREEN.blit(
+            number_asset,
+            number_coords
+        )
+
+    display_mine(coords)
+
+    if parent_coords is not None:
+        const.SCREEN.blit(
+            const.ASSET_CHAINS,
+            calculate_screen_position(coords)
+        )
+
+        display_number(const.Coords.X, parent_coords[0])
+        display_number(const.Coords.Y, parent_coords[1])
+
+
+def display_time_mine(coords, time):
+
+    def display_number(which_digit, number):
+
+        number_asset = const.ASSET_NUMBER_TIME_0
+        if number == 1:
+            number_asset = const.ASSET_NUMBER_TIME_1
+        elif number == 2:
+            number_asset = const.ASSET_NUMBER_TIME_2
+        elif number == 3:
+            number_asset = const.ASSET_NUMBER_TIME_3
+        elif number == 4:
+            number_asset = const.ASSET_NUMBER_TIME_4
+        elif number == 5:
+            number_asset = const.ASSET_NUMBER_TIME_5
+        elif number == 6:
+            number_asset = const.ASSET_NUMBER_TIME_6
+        elif number == 7:
+            number_asset = const.ASSET_NUMBER_TIME_7
+        elif number == 8:
+            number_asset = const.ASSET_NUMBER_TIME_8
+        elif number == 9:
+            number_asset = const.ASSET_NUMBER_TIME_9
+
+        mine_coords = calculate_screen_position(coords)
+        number_coords = mine_coords
+        if which_digit == const.Digit.ONES:
+            number_coords = (mine_coords[0] + 36, mine_coords[1] + 22)
+        elif which_digit == const.Digit.TENS:
+            number_coords = (mine_coords[0] + 44, mine_coords[1] + 22)
+
+        const.SCREEN.blit(
+            number_asset,
+            number_coords
+        )
+
+    const.SCREEN.blit(
+        const.ASSET_TIME_MINE,
+        calculate_screen_position(coords)
+    )
+
+    display_number(const.Digit.ONES, int(str(time)[-1]))
+    display_number(const.Digit.TENS, int(str(time)[-2]))
diff --git a/main.py b/main.py
index 7cefe05..9f46b88 100644
--- a/main.py
+++ b/main.py
@@ -8,20 +8,21 @@ from pyglet.gl import *  # for blocky textures
 import project_constants as const
 import minefield as mf
 import searching_algorithms.bfs as bfs
-from display_assets import display_sapper
+from display_assets import blit_graphics
 
 
 def main():
+
     pygame.init()
     pygame.display.set_caption(const.V_NAME_OF_WINDOW)
 
-    # FPS clock
-    clock = pygame.time.Clock()
-
     # for blocky textures
     glEnable(GL_TEXTURE_2D)
     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
 
+    # FPS clock
+    clock = pygame.time.Clock()
+
     # create an instance of Minefield, pass necessary data
     minefield = mf.Minefield(const.MAP_RANDOM_10x10)
 
@@ -31,43 +32,22 @@ def main():
             row=minefield.agent.position[0],
             column=minefield.agent.position[1],
             direction=const.Direction.UP),
-       minefield=minefield)
+        minefield=minefield)
 
     running = True
     while running:
+
         # FPS control
         clock.tick(const.V_FPS)
 
-        # ================ #
-        # === GRAPHICS === #
-        # ================ #
-
-        # background grid (fills frame with white, blits grid)
-        const.SCREEN.fill((255, 255, 255))
-        const.SCREEN.blit(
-            const.ASSET_BACKGROUND,
-            (
-                const.V_SCREEN_PADDING,
-                const.V_SCREEN_PADDING
-            )
-        )
-
-        # draw tiles and mines
-        minefield.draw(const.SCREEN)
-
-        # sapper
-        display_sapper(
-            minefield.agent.position[0],
-            minefield.agent.position[1],
-            minefield.agent.direction
-        )
-
-        # update graphics after blitting
-        pygame.display.update()
+        # graphics (from display_assets)
+        blit_graphics(minefield)
 
         # make the next move from sequence of actions
         if any(action_sequence):
+
             action = action_sequence.pop(0)
+
             if action == const.Action.ROTATE_LEFT:
                 minefield.agent.rotate_left()
             elif action == const.Action.ROTATE_RIGHT:
@@ -78,13 +58,12 @@ def main():
             time.sleep(const.ACTION_INTERVAL)
 
         else:
+
             for event in pygame.event.get():
 
                 if event.type == pygame.QUIT:
                     running = False
 
-            # Assigning all input from keyboard as variables into an array
-
 
 if __name__ == "__main__":
     main()
diff --git a/project_constants.py b/project_constants.py
index b49d62f..6f63163 100644
--- a/project_constants.py
+++ b/project_constants.py
@@ -39,7 +39,6 @@ SCREEN = pygame.display.set_mode(
 # ==== ENUMS ==== #
 # =============== #
 
-
 class Direction(Enum):
     UP = 0
     RIGHT = 1
@@ -61,6 +60,16 @@ class Action(Enum):
     GO = 2
 
 
+class Digit(Enum):
+    ONES = 0
+    TENS = 1
+
+
+class Coords(Enum):
+    X = 0
+    Y = 1
+
+
 # =============== #
 # === STRUCTS === #
 # =============== #
@@ -104,12 +113,14 @@ STRUCT_MINE_ATTRIBUTE_TYPES = {
     "time": [int]
 }
 
+
 # ============== #
 # ==== MAPS ==== #
 # ============== #
 
 MAP_RANDOM_10x10 = os.path.join("resources", "minefields", "secondmap.json")
 
+
 # ============== #
 # === ASSETS === #
 # ============== #
@@ -129,57 +140,232 @@ ASSET_WALL = pygame.transform.scale(
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
+ASSET_CONCRETE = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "concrete.png")),
+    (V_TILE_SIZE, V_TILE_SIZE)
+)
+
+ASSET_MUD = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "mud.png")),
+    (V_TILE_SIZE, V_TILE_SIZE)
+)
+
+ASSET_GRASS = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "grass.png")),
+    (V_TILE_SIZE, V_TILE_SIZE)
+)
+
+ASSET_MINE = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "mine.png")),
+    (V_TILE_SIZE, V_TILE_SIZE)
+)
+
+ASSET_CHAINS = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chains.png")),
+    (V_TILE_SIZE, V_TILE_SIZE)
+)
+
+ASSET_TIME_MINE = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_mine.png")),
+    (V_TILE_SIZE, V_TILE_SIZE)
+)
+
+
+# ==================== #
+# === TIME NUMBERS === #
+# ==================== #
+
+ASSET_NUMBER_TIME_0 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_0.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_1 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_1.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_2 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_2.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_3 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_3.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_4 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_4.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_5 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_5.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_6 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_6.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_7 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_7.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_8 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_8.png")),
+    (6, 16)
+)
+
+ASSET_NUMBER_TIME_9 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "time_numbers/time_number_9.png")),
+    (6, 16)
+)
+
+
+# ====================== #
+# === CHAINS NUMBERS === #
+# ====================== #
+
+ASSET_NUMBER_CHAINS_0 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_0.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_1 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_1.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_2 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_2.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_3 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_3.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_4 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_4.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_5 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_5.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_6 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_6.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_7 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_7.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_8 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_8.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_9 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_9.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_10 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_10.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_11 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_11.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_12 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_12.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_13 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_13.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_14 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_14.png")),
+    (6, 12)
+)
+
+ASSET_NUMBER_CHAINS_15 = pygame.transform.scale(
+    pygame.image.load(os.path.join(DIR_ASSETS, "chain_numbers/chain_number_15.png")),
+    (6, 12)
+)
+
+
+# ================== #
+# === OLD ASSETS === #
+# ================== #
+
 ASSET_MINE_A = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "simple assets/mine_a.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "simple_assets/mine_a.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_MINE_B = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "simple assets/mine_b.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "simple_assets/mine_b.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_MINE_F = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "simple assets/mine_f.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "simple_assets/mine_f.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_MINE_K = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "simple assets/mine_k.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "simple_assets/mine_k.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_TILE_ORANGE = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "tile_orange.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_orange.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_TILE_RED = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "tile_red.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_red.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_TILE_BLUE = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "tile_blue.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_blue.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_TILE_PURPLE = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "tile_purple.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_purple.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_TILE_GREEN = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "tile_green.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_green.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_TILE_YELLOW = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "tile_yellow.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_yellow.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
 
 ASSET_TILE_WHITE = pygame.transform.scale(
-    pygame.image.load(os.path.join(DIR_ASSETS, "tile_white.png")),
+    pygame.image.load(os.path.join(DIR_ASSETS, "old_tiles/tile_white.png")),
     (V_TILE_SIZE, V_TILE_SIZE)
 )
diff --git a/resources/assets/chains.png b/resources/assets/chains.png
new file mode 100644
index 0000000..9a7d67c
Binary files /dev/null and b/resources/assets/chains.png differ
diff --git a/resources/assets/concrete.png b/resources/assets/concrete.png
new file mode 100644
index 0000000..318baf5
Binary files /dev/null and b/resources/assets/concrete.png differ
diff --git a/resources/assets/first assets/blue_tile.png b/resources/assets/first_assets/blue_tile.png
similarity index 100%
rename from resources/assets/first assets/blue_tile.png
rename to resources/assets/first_assets/blue_tile.png
diff --git a/resources/assets/first assets/green_tile.png b/resources/assets/first_assets/green_tile.png
similarity index 100%
rename from resources/assets/first assets/green_tile.png
rename to resources/assets/first_assets/green_tile.png
diff --git a/resources/assets/first assets/grid.png b/resources/assets/first_assets/grid.png
similarity index 100%
rename from resources/assets/first assets/grid.png
rename to resources/assets/first_assets/grid.png
diff --git a/resources/assets/first assets/hex_mine.png b/resources/assets/first_assets/hex_mine.png
similarity index 100%
rename from resources/assets/first assets/hex_mine.png
rename to resources/assets/first_assets/hex_mine.png
diff --git a/resources/assets/first assets/pen_mine.png b/resources/assets/first_assets/pen_mine.png
similarity index 100%
rename from resources/assets/first assets/pen_mine.png
rename to resources/assets/first_assets/pen_mine.png
diff --git a/resources/assets/first assets/romb.png b/resources/assets/first_assets/romb.png
similarity index 100%
rename from resources/assets/first assets/romb.png
rename to resources/assets/first_assets/romb.png
diff --git a/resources/assets/first assets/white_tile.png b/resources/assets/first_assets/white_tile.png
similarity index 100%
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