SUPER MARIO LAND for the ZX Spectrum 128K - public beta (v43) ============================================================= An unofficial, non-commercial fan conversion of Nintendo's Game Boy game. Super Mario Land (c) 1989 Nintendo. This conversion is not affiliated with or endorsed by Nintendo. Free to download; please don't sell it. FILES ----- sml_whole_game_128k_v43.tap tape: any 128K Spectrum (128, +2, +2A, +3) sml_whole_game_plus3_v43.dsk +3 disk: choose "Loader" from the +3 menu sml_whole_game_128k_v43.sna snapshot for emulators The whole game - Worlds 1 to 4, the bonus games and the ending - is in one 128K load. After the ending, or a game over, it goes back to the title and 1-1 without reloading. NEW IN v43 ---------- - While paused (H), PAUSE shows on the top line in place of WORLD. - Fixed: in 1-3, bumping the hidden block by the wall wiped out the wall. - Shading fixes: 1-1's raised ground, 1-3's bricks and drop blocks, the 2-1 beam, the waterfalls, the 3-3 pillars and World 4's mountains. (v42 added the dithered scenery: the Game Boy's greys shown with a dither pattern, chosen object by object.) CONTROLS -------- A / D left / right W / S up / down (up only in the submarine and the plane) K jump (the Game Boy's A button) J run and fire (the B button) H pause Sinclair joystick in either port (the +2/+3 joystick sockets): up jumps, fire runs and shoots; in the submarine and the plane up moves up. In the bonus game, jump or fire stops the ladder. TEST KEYS (for beta testing) ---------------------------- P power Mario up a step (small > Super > fire) Symbol Shift + M / N skip to the next / previous level Symbol Shift + C restart from the next checkpoint KNOWN ISSUES ------------ - The frame rate still drops in the busiest scenes (4-1 most of all), though less than in v39. The game's timers keep Game Boy time, but movement gets choppier there. - Tested in emulators (ZEsarUX, tape on a 128K and disk on a +3). Reports from real hardware are especially welcome. REPORTING BUGS -------------- Please say which level, what happened, and which machine or emulator (and whether tape, disk or snapshot). A screenshot or a saved snapshot helps a lot.