Changes of V1.1
-------------------

General:
- Made certain stars non-stop
- Made the radars stronger on the Y-axis in non-vertical levels
- Ingame star display will now default to the floor you are on rather than 2nd floor being the default
- The Camera will now try to keep up with Mario when moving on the Y-axis, as long as it doesn't get stuck on a ledge
- Fail Warp won't force a new camera angle based on the direction mario faced when falling off anymore
- Changed some textboxes
- Panel star spawners now respawn once you switched areas within the same level, meaning you have to repress all the panels to make the star show up
- Red Coin Stars respawn now once you switched areas within the same level and had more than 6 reds
- Stars from bosses should now either respawn or the boss will show up again once you switched areas within the same level

Music:
- Updated alternative Course 10 song

Castle:
- Increased the warp size on the level warp pads a bit

Castle Grounds:
- Changed a few visual and object related things

Course 1:
- Changed a few visual and object related things

Key 1:
- Can no longer failwarp onto the trees

Course 8:
- Added 2 more jumping Grindel that jump the opposite way and made their bridge wider
- Removed the first firespewer from star 6

Course 9:
- Changed geometry and moved objects around

Vanish Cap:
- Fail Warping should no longer warp you back into a vanish cap wall

Key 2:
- Changed a few visual and object related things on Floor 2

Course 12:
- Added 2 Wing Cap boxes to Star 6 to prevent the fail warp system from trapping you
- Changed the fire spewers at Star 6 to Fly Guys

Course 13:
- Changed a few visuals

Course 14:
- Added a thin path that should let you skip the clock arm
- Added 2 hidden breakable boxes for star 4 that should prevent you from longjumping into the elevator
- Added a few no fail warp floors around the spawn points of heave-hos and chuckyas.

Course 15:
- Adjusted the height of the noteblock on the ship

Farewell:
- Changed a few visual and object related things

Fire Field:
- Added Magnet Lines to the funnel section



Changes of V1.0.5
-------------------

General:
- Changed some textboxes and thier design
- Added widescreen stuff to the pause screen + extra info stuff
- Adjusted radars
- Added the Sunshine Shadow (RM tweak) when Mario is behind objects
- Added Exit Course while moving
- Added the more Leniency to walljumps (RM tweak)

Castle Grounds:
- Added a ramp to the Vanish Cap gate
- Fixed some visuals

Course 3:
- All 5 ocean flowers now have a different clor
- Switch around star 1 & 2
- Added THI like invisable walls in the water

Course 4:
- Fixed collision issues

Course 5:
- Adjusted some visuals + collision

Course 8:
- Tox Boxes should now be able to always crush you on regular pillars
- Rotated the cannon

Key 2:
- Fixed collision issues at the top of the level

Course 11:
- Put the music stone on the start platform
- Turned 2 fire spewers at the Chill Bully into goombas

Course 14:
- Added the elevator bob-omb to act 6



Changes of V1.0.4
-------------------

General:
- Changed some textboxes

Course 1:
- Added 2 signs pointing towards the red coin area

Course 2:
- Changed some enemies

Course 4:
- Added visuals for the cannon and snowman star
- Adjusted some terrain
- Made the start and end of the slide less slippery
- Ice/Lava spots on the slide are now holes

Course 9:
- Changed the Shell Box to a Bumper

Course 11:
- Renamed star 4
- Changed the trerrain in the area of star 4
- removed the warp pad for star 4 and replaced it with a water current tunnel
- Added 15 coins to the level
- Added a sign for where to use the city vanish cap for
- removed the top most water level diamond

Big Run:
- Moved the Box Staircase closer to the start
- Renamed the Level to "WET-DRY CITY BIG RUN"

Course 12:
- Added a Staff Only door
- Made the start platform of the slide less slippery

Course 13:
- Added some visuals
- Replaced some of the green Switchboards with Bumpers

Course 15:
- Changed a bit of terrain

Key 1:
- Changed a few enemies 
- Added a heart at the end
- Fixed collision issues

Final Boss Level:
- Added more paintings
- Added a bit of terrain
- Made the climbable hill floor brighter

F-Zero Slides:
- You only take 1 unit of damage when falling into the pit now
- Updated Silence Slide Time

Ending Screen:
- Text now showes up sooner
- You can only press L to exit once all the text has shown up

Late Game (once you reach a certain about of stars):
- You only take 2 units of damage when falling into a pit or quicksand now
- Changed how ingame Star Display works



Changes of V1.0.3
-------------------

General:
- Fixed a few textboxes
- Updated the SM & DW Bro Slide Times 
- Added 0 star run related things
- Changed ingame star display to work with early Gray Switch
- Damage from being burned is now stopped when you fall into a pit and respawn

Course 3:
- Moved the 1st Note Block down a bit
- Added Visuals to the 1st Cannon

Course 5:
- Added a way to get back to the top of the mainsion once you fall down
- Changed the sign inside the mansion

Course 6:
- Lowered the ground under the quicksand in the water in the main sewer area
- Added a visual hint to the 2nd maze exit

Course 7:
- Fixed collision issues
- Added a pathway connecting the volcano entrance to the Big Bully area

Course 9:
- Fixed visual bugs
- Star 5 doesn't show up on Star 1 anymore
- Removed a Panel from Star 1
- The coin arrow in front of the first door now shows up on Star 5 and 6
- Made the platform with the vanish cap slippery so you can't respawn on it anymore
- Other small geometry adjustments

Castle 2nd Floor:
- Fixed broken collision of the potted plants 

Course 14:
- Replaced the Chuckyas at the top of Star 6 with rotating Amps 

Course 15:
- Moved the cannon bob-omb more to the center of the floor he is on
- Moved one of the reds to where the cannon Bob-Omb used to be
- Added Icons to the main platform pointing at the direction of all stars in the level
- Altered some of the Switch Block Pillars and other terrain

F-Zero Slides:
- Made the starting platforms less slippery

Ending 2:
- Fixed visual bugs



Changes of V1.0.2a
-------------------

General:
- Added another Layer to the ?-Warp Box Radar for being super far away from the Box
- Decreased the range at which the ?-Warp Box Radar will start to be more colorful (aka you need to be closer to boxes now for it to be more active)
- Fixed the weight of distance for the radar on the Y & Z axis
- Added a visual Sign that shows the radar states in the appropriate level
- Adjusted some broken textboxes
- Fixed a crash when FB emulation is on

Castle Ground:
- Moved the ?-Warp Box to be above the green house
- Turned around the star get/death warp of course 5

Castle Basement:
- Lowered the star requirement of the Course 6 door to 10 star instead of 12

Course 1:
- Koopa only shows up on Act 2 now
- There won't be any more metal balls spawning at the mountain on Act 2 (to avoid Koopa messing up)
- Adjusted the terrain on the mountain so Koopa can't get stuck anymore

Course 8:
- Increased Klepot's hitbox to make it easier to hit him

Course 11:
- Adjusted the size of the water box to fit the whole level
- Added pink arrows that point toward warp 2 and 3

Course 13:
- Removed the slope that made Koopa get stuck on sometimes
- Added arrows pointing towards the red coin area and the goal of the switch puzzle



Changes of V1.0.1
-------------------

General:
- Fixed Warp Block exit Warps in a few levels where they didn't give you a checkpoint

Course 8:
- Fixed missing collision

Course 12 Area 2:
- Inserted updated music that was forgotten to be put into the hack