SUPER MARIO LAND for the ZX Spectrum 128K - public beta (v48)
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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
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  sml_whole_game_128k_v48.tap   tape: any 128K Spectrum (128, +2, +2A, +3)
  sml_whole_game_plus3_v48.dsk  +3 disk: choose "Loader" from the +3 menu
  sml_whole_game_128k_v48.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 v48
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  - 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.

NEW IN v47
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  - 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.

NEW IN v46
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  - 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.

NEW IN v45
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  - 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.)

CONTROLS
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  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

  Kempston joystick, or a 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.

  At the title, press K or J (or fire or up on a joystick) to start.

  In the bonus game, jump or fire stops the ladder.

TEST KEYS (for beta testing)
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  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
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  - 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: the tape on a 128K, +2, +2A and +3, at
    real speed and with fast loading, and the disk on a +3). SD-card
    loading hasn't been tried on the real interfaces yet. Reports from real
    hardware are especially welcome.

REPORTING BUGS
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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.
