# Ideas for sections:
#   1. The loop - have circular decorations, basically what we have now. It is where the gameplay starts after a cutscene with the player falling into a manhole down into a subway station (not used yet as it is a new line)
#   2. The saw - back and forth, as mentioned before. As the player goes through the subway section they end up in a construction zone, where the subway is beeing extended, so a mix between some of the last area and construction stuff.
#   3. Polyrhythm - have different entities repeat after a different ammount of dashes, like a jump refill each 4th, a dash refill each 3rd and something else each 5th. Finally, the player reaches a cave area with some "mystical" properties and crystals (and the real reason the subway line is being made). At the end of the cave a crystal heart remains, which the player can collect to end the map.

# LORE: The government decided to make a new subway line that leads to nowhere important (very few people live or work there and there aren't any attractions there). While investigating on the surface, to find the reason for the new line's existance, the player falls into a manhole cover and starts exploring what has been built and where the line leads to. Due to the mystical properties of the ground, some objects seem to stick near the player, with only some individuals experiencing this.

# Room counters per section
# The loop:
#       1. Intro Room - enforced - Not decorated - camera - MAX
#       2. Early Flight (2 Feather Room) - enforced - Not decorated - camera - MAX
#       3. 2 Extra jump Room - Not enforced - Not decorated - camera - MRSWORD
#       4. 2 refills - enforced - Not decorated - camera - MAX
#       5. Elevator Room - enforced - Not decorated - No camera - MRSWORD
#       6. Forced dash, refill - enforced - Not decorated - camera - MAX
#       7. 1 refill 1 shadow refill - enforced - Not decorated - camera - MAX
#       8. puffer refill room - enforced - Not decorated - camera - MAX
#       9. 2 jumps 1 double refill - enforced - Not decorated - camera - MAX
#       10. 
#       11. 
#       12. 

# The saw:
#       1. 2 extra jump, refill, superdash - enforced - Not decorated - camera - MAX 
#       2. Superdash, clouddash, refill - enforced - Not decorated - camera - MRSWORD
#       3. refill, shadowdash, clouddash, extra jump - enforced - Not decorated - camera - MRSWORD
#       4. puffer, extra jump - enforced - Not decorated - No camera - MRSWORD
#       5. Dash through spikes, refill, superdash - enforced - Not decorated - camera - MRSWORD
#       6. 2 Dash through spikes, refill, double refill - enforced - Not decorated - camera - MAX 
#       7. spring, refill, fish refill - enforced - Not decorated - camera - MAX
#       8. 2 clouds, 1 regular - enforced - decorated - camera - MAX
#       9. 3 jump refills, 2 fish refills - enforced - Not decorated - camera - MAX
#       10. 
#       11. 
#       12. 

# Polyrhythm:
#       1. Saw - refill, extra jump, shadow refill
           Loop - refill, extra jump, shadow refill
#       2. Saw - forced up, shadow
           Loop - forced downright, double
#       3. Saw - spring, refill, refill
           Loop - forced down, feather


TODO LIST: 
Woodbeams in rooms
Update gamebanana page
Improve tiling (bg tiles, better fg tiling)
Recolor lava for final checkpoint dangers
checkpoint images
Record video
OPTIONAL: Filler rooms


# Berry Concepts:
#       1. 1 Dream refill inventory, dream blocks
#       2. Swap between 2 saws with different inventories
#       3. Core switch in the inventory
#       4. Berry seeds in a saw/loop, need to plan to see where to start to get it
#       5. Something with inventory bumper, maybe?
#       6. Something with keys and lock blocks, if they interact in a funny way (as in, you need the key before the lock otherwise you get smushed by it)
#       7. Big moveblock that uses many spaces in saw, so that you can control it even after dashing (only a few times), if it works
#       8. Something with +1 refill
#       9. Something with time crystals (refills)


GimmickContest_MrSwordMaxAl= Subway to nowhere
GimmickContest_MrSwordMaxAl_GimmickStuff= Subway to nowhere
GimmickContest_MrSwordMaxAl_GimmickStuff_postcard= Please disable AQUA mod while playing through this map, as it breaks a few rooms of gameplay.

GimmickContest_MrSwordMaxAl_GimmickStuff_start= Station
GimmickContest_MrSwordMaxAl_GimmickStuff_transition= Construction
GimmickContest_MrSwordMaxAl_GimmickStuff_Polyrhythm1= Lost

poem_GimmickContest_MrSwordMaxAl_GimmickStuff_A=circum
et
circum

MrSwordMaxAlGimmickIntro1= 
    [MADELINE left determined] 
        OK, {+MADELINE}, you're really close to figuring this out.
        There is no clear reason for this subway line to just end here, in the middle of nowhere in a forest. 
        The station seems not to have been used any time soon, so just keep an eye out for old stuff.

MrSwordMaxAlGimmickIntro2= 
    [MADELINE left normal]
        So there is a train here, at the end of the line.
        I wonder why they didn't take it back to the main station.
        Perhaps there was some equipment left behind?
        The train doesn't seem like it'd open any time soon, though.

MrSwordMaxAlGimmickIntro3= 
    [MADELINE left distracted]
        It could also have been that investigation I had found out.
        Or maybe this is where this comes from?
        But why leave a train? Some force must've kept it here...
        Nothing that I know of could force such a train behind...
        Maybe they just forgot? 
        Yeah, as if! They'd never leave something like this behind if it was important.
        Then it's not worth trying to get inside, but surely something deeper can help me, even if they removed everything I'd have proof they were here.

MrSwordMaxAlGimmickIntro4= 
    [MADELINE left determinedclosed]
        No more messing around, time to go in and figure this out.
        Whatever I find inside I must register to tell the world.

MrSwordMaxAlGimmickIntro5= 
    [MADELINE left panic]
        AHHHHHHHHH!!!
