SUPER MARIO LAND for the ZX Spectrum 128K - changes
===================================================

1.0
  - The first full release: v53 with one fix, and a new README.
  - Fixed: in 1-3, walking onto the row of falling blocks over the pit could
    pull Mario down with the first block and drop him straight through the
    rest. He now stays on the next block, and the blocks fall behind him.
  - The test keys stay in as cheat keys (see README.txt).

v53
  - The screen shakes while the arena crumbles after Tatanga, as on the
    Game Boy.

v52
  - Redefine the keys: after loading, the game shows the keys and asks
    REDEFINE Y OR N. N plays; Y asks for each key in turn (1 to 0 and Symbol
    Shift can't be used), then shows them again. The screen appears once per
    load, and the keys are kept for the whole game.

v51
  - Fixed: the game could hang after Tatanga, before the hangar.
  - The arena now crumbles after Tatanga, and the explosions play out.
  - The power-up test key is now Symbol Shift + P.

v50
  - Superballs go through the coins they collect, as on the Game Boy, instead
    of bouncing back off them. Coins in narrow gaps are easier to get.
  - Superballs move at the Game Boy's speed (a little faster than before).
  - The music stops after Tatanga, as on the Game Boy, until the hangar.

v49
  - Fixed: on the Next, a pad's extra buttons (an 8BitDo M30, say) switched
    the joystick off. They are now ignored.
  - Fixed: Daisy faced away from Mario after the bosses.
  - Hitting a block under an enemy now knocks it off, as on the Game Boy,
    instead of it dropping through the block onto Mario.
  - Fixed: in 4-1, Mario could sink through the floor with a drop block or a
    cannon going back into its pipe.
  - Fixed: the game no longer freezes for 2 seconds after Tatanga.

v48
  - Every Game Boy sound effect now has its own sound: explosions (bombs,
    the boss switch, Tatanga), fire breath, enemies' death cries (and fake
    Daisy's), and the Game Boy's own brick shatter and stomp.

v47
  - Fixed: pipes played the "hit and shrink" sound. Like the Game Boy, they
    now play none (just the change of music).
  - New sound effects from the Game Boy: the 1-up for the 100th coin, a
    power-up rising out of a block, the gate opening after a boss, the boss
    cry when a boss is hit, the pause tune, and cannons and Roketons firing.
  - A star now only starts its music, and a mushroom when already Super only
    gives the points, as on the Game Boy.

v46
  - The tape now loads with emulators' fast (instant) tape loading, and from
    SD-card interfaces that load .tap files (DivMMC/esxDOS, the Spectrum
    Next, ZX-Uno). Before, loading stopped after the loading screen.
  - On a 48K Spectrum (or a 128K in 48K mode) the tape says "Needs a 128K
    Spectrum" instead of loading and showing garbage.
  - The game itself is the same as v45.

v45
  - Kempston joystick support. Fire (or J) also starts the game from the
    title.
  - Four enemy pictures in Worlds 2 and 3 use the dithered sprite shading.
  - 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.)

v1 to v44
  Development and beta builds, in which the game was put together world by
  world, up to the whole game in a single 128K load.
