# NOTES, so I don't have to open main game's txt :)

# The # Symbol at the start of a line counts as a Comment. To include in dialog, use a \#
# The . Symbol will cause a pause unless escaped with \. (ex: Mr. Oshiro has a pause, Mr\. Oshiro does not)
# Newlines automatically create a Page Break, unless there is an {n} command on the previous line
# Commands: Anything inside of curly braces {...} is a command and should not be translated.

# Inline Text Commands:
# {~}wavy text{/~}
# {!}impact text{/!}
# {>> x}changes speed at which characters are displayed{>>}
# {# 000000}this text is black{#} (uses HEX color values)
# {+MENU_BEGIN} inserts the dialog from the MENU_BEGIN value (in English, "CLIMB")
# {n} creates a newline, without a page break
# {0.5} creates a 0.5 second pause
# {big}this text is large{/big}

# {*}shaky text{/*}
# {%}ch.4 theo nailed it text{/%}

tobyaaaa_starfishmarathon=tobyaaa's astral contest map
tobyaaaa_starfishmarathon_themarathon=The Starfish Marathon
poem_tobyaaaa_starfishmarathon_themarathon_A= 

tobyaaa_starfishmarathon_CP0={CP0}
tobyaaa_starfishmarathon_CP1={CP1}
tobyaaa_starfishmarathon_CP2={CP2}
tobyaaa_starfishmarathon_CP3={CP3}
tobyaaa_starfishmarathon_CP4={CP4}
tobyaaa_starfishmarathon_CP5={CP5}
tobyaaa_starfishmarathon_CP6={CP6}
tobyaaa_starfishmarathon_CP7={CP7}
tobyaaa_starfishmarathon_CP8={CP8}
tobyaaa_starfishmarathon_CP9={CP9}
tobyaaa_starfishmarathon_CP10={CP10}
tobyaaa_starfishmarathon_CP11={CP11}
tobyaaa_starfishmarathon_CP12={CP12}
tobyaaa_starfishmarathon_CP13={CP13}
tobyaaa_starfishmarathon_CP14={CP14}
tobyaaa_starfishmarathon_CP15={CP15}
tobyaaa_starfishmarathon_CP16={CP16}
tobyaaa_starfishmarathon_CP17={CP17}
tobyaaa_starfishmarathon_CP18={CP18}
tobyaaa_starfishmarathon_CP19={CP19}
tobyaaa_starfishmarathon_CP20={CP20}
tobyaaa_starfishmarathon_CP21={CP21}
tobyaaa_starfishmarathon_CP22={CP22}
tobyaaa_starfishmarathon_CP23={CP23}
tobyaaa_starfishmarathon_CP24={CP24}
tobyaaa_starfishmarathon_CP25={CP25}
tobyaaa_starfishmarathon_CP26={CP26}
tobyaaa_starfishmarathon_CP27={CP27}
tobyaaa_starfishmarathon_CP28={CP28}
tobyaaa_starfishmarathon_CP29={CP29}
tobyaaa_starfishmarathon_CP30={CP30}
tobyaaa_starfishmarathon_F={F}

tobyaaa_starfishmarathon_feather1=Go WAY slower
tobyaaa_starfishmarathon_feather2=hold neutral
tobyaaa_starfishmarathon_introcutscene=
This is really important, listen up.
ONE. savestates aren't allowed.
Please don't use the speedrun tool spawn bino key, or the debug map, either.
I've done this because I think it's really easy for people to default to using savestates, which normally, who cares.
But I find myself frustrated sometimes to see the very-casual-savestate mentality bleed into situations where it is important.
In this map, savestates are absolutely an assist option, and I want to make that super duper clear!
So, if you want to skip the lives mechanic, please do so by use of invincibility.
To be clear, I mean no ill towards anyone who wishes to use assist mode to play this level.
If you want to peek through the map, or just play it as a more normal int/advanced map, I do gladly encourage using invincibility!
Just as long as you're aware you'll lock yourself out of the sightreading aspect of the map, which is really interesting I think.
Vanilla's assist mode does a great job communicating that its use is against the game's intended vision.
In mods, however, the intended vision can be absolutely whatever.
This dialog is meant to clarify that for this map. The intended way to play this map is not learning or practicing, but rather improvisation and endurance.
It's likely obvious, but if you ignore the lives, or practice everything to death, the experience this map offers becomes much, much weaker (and also downright easy).
(and to reiterate, if you do want to play the map that way go right ahead)
Anyway speaking of which, TWO. There's a lives mechanic.
Each respawn point is temporary, and won't work more than a few times. Die again, you'll be sent back here.
Save and quits count as lives... unfortunately, no real way to give leeway there.
Save and quit also might mess up the music?????? why is this a thing
Lives won't carry over directly to the next checkpoint, but "spare" lives will be helpful later on.


#Rather, I find myself frustrated sometimes at how casually stuff like savestates or speedrun-tool binos are used, and am worried about them being used here.



tobyaaa_starfishmarathon_midway=
Welcome to the second half!
Your lives now carry over between checkpoints. You won't be getting any more than this, either. 
The amount of lives you have right now is the sum total of however many spare lives you had left in the previous checkpoints.
(So, if you didn't die at all, you'd have 75 lives right now).
If you skipped grabbing some checkpoints, you'll still have gotten the lives from them.

