Splatter Mario       v0.4 (BETA)
by SuperJer          www.superjer.com


IMPORTANT:
----------
You MUST have DirectX 7 or later to play!
You probably already have it. If not, get it from
Microsoft at http://www.microsoft.com/directx

The game is still in production so don't make
stupid complaints about there being no finish or
whatever.


CONTROLS:
---------

Up         - Restart if dead
Left/Right - Walk
SpaceBar   - Jump
Shift      - Hold it to pick up a shell
Ctrl       - Use Weapon
Alt        - Mess with time
Pause      - Pause the game
Esc        - Menu


*********************************************
WANT TO MAKE MAPS? READ EVERYTHING BELOW HERE
*********************************************


EXTENDED EDITING CONTROLS:
--------------------------
F1         - Texture Window
F2         - Block Window
F3         - Layer Window
F4         - World Window

F5         - Spawn Monsters
 Shift+F5  - Force Spawn Monsters
F6         - Save Map
F7         - Load Map
F8         - Reset Broken/Used Blocks
 Shift+F8  - Reset Used Powerups

F9         - Toggle Back Layer
F10        - Toggle Middle Layer
F11        - Toggle Front Layer
F12        - Toggle Information Text

PageUp/Dn  - Scroll through textures
R Click    - Copy tile at current layer
L Click    - Paint tile at current layer
 Shift+LC  - Paint tile without clip

PAINTING:
---------
 Painting is very simple, left click to paint tiles onto
the map. Right click to choose a new tile to paint with.
 Press F1 to open the Texture Window. It shows the
available tiles you can use in your map. You can load
more if you click on the Picture File Icon. If you want,
you can Shift-Click the icon to remove a texture file.
 The left and right arrows scroll through the files you
have loaded and the up and down arrows scroll through the
pages if there is more than one.


NOTES ON LAYERS:
----------------
 Splatter Mario uses three world layers, back, middle and
front. Only the front layer appears over Mario and other
monsters/objects. 
 In the bottom right corner of the screen you can see the
layer indicator - the current layer is marked blue. Any
layers that are toggled off are marked black. Always
note what layer you are on before you paint!
 Another layer is the clipping layer. It contains info on
whether blocks are solid, platform, coin etc.. You can
only SEE it in edit mode with the F2 window on.
 Important: When you copy/paint tiles on the middle
layer, the clip layer IS COPIED WITH IT. When you draw
tiles on the middle layer from the texture window, the
clipping is set to SOLID unless you are drawing EMPTY
SPACE. Use Shift+Left Click if you do not want to make
the block solid.


BLOCK SELECTION:
----------------
The last block that was copied from or painted to is the
selected block. This block's information appears in the
F2 Block Window. If you want to edit a block's CLIP or
ITEM status, or its text contents, you need to click on
it. I am planning on having the game show that a block
is selected more obviously somehow in the future.


MAKING ? BOXES WITH PRIZES INSIDE:
----------------------------------
When you put a ? box in your map, it will automatically
animate. If it does not, you are on the wrong layer or
you used the wrong tile - use the ? box tile on the left.
It will by default have a coin in it. If you want it to
contain something else, turn on the Block Window (F2) and
click the E. Type one of these:

- "redshroom" will put a BAT in the box. It will give you
  a red mushroom if Mario is little. This is obviously
  to be changed when more powerups are introduced.
- "greenshroom" puts a 1up in the box.
- Leaving it blank makes it contain a coin.

Whatever you type will be preceeded by a "4" - the type
of the block.
You can make any block into a prize box, even if it is
empty space. Just select it and set its Item Status to
"4 - Prize".


MAKING MONSTER SPAWN POINTS:
----------------------------
Hit F2.
Right Click on the block you want to edit.
In the Block Window, set Item Status to "1 - Monster".
Click the E.
Type "goomba" (case insensitive) and hit Enter.
The block should now say "1goomba" on it if you press F12.
The block will AutoSpawn for normal play, or you can spawn
the goomba yourself with F5.
You can type any of these:

- "goomba"
- "redkoopa"
- "greenkoopa"


MAKING DOORS:
-------------
Hit F2.
Right Click the lower block of the door, doors are coded
on the first empty block above the floor.
Set Item Status to "2 - Door".
Click the E.
Type "name,target" where name is the name of the door
and target is the name of another door it leads to.
Doors don't have to have a target but they must have a
name.
If you want a door to go to another map, type
"name,folder\mapfile:target", folder is the name of the
map folder under the main game path (where
Mario.exe is.)
Make sure you use a backslash: \ and not /


MAKING PIPES:
-------------
Pipes are like doors but the block you set to "3 - Pipe"
must be the visible solid end of the pipe.
For vertical pipes, set the left block of the pipe.
For horizontal pipes, set the bottom block.
Type "name,target" where name is the name of the pipe
and target is the name of another pipe it leads to.
The game assumes pipes to be "enter-going-down" pipes,
to do otherwise, make the name of the pipe be the number
1, 2 or 3:
 1 for "enter-right" pipes.
 2 for "enter-up" pipes.
 3 for "enter-left" pipes.
 (4 is "enter-down" but it's default anyway and not
necessary to write.)
A white arrow shows the enter-direction of the pipe.
To make pipes lead to a different map, type
"name,folder\mapfile:target" as with doors.
BTW, pipes kill Mario if their target cannot be found.


You should be able to figure out how to make everything
just by looking at one of my maps in EDIT mode. (: