Anzen_CrystalDash_CrystalDash= Crystal Dash
Anzen_CrystalDash= CSC
poem_Anzen_CrystalDash_CrystalDash_A= Motion Crystallized

Anzen_CD_mural= {anchor bottom}
[CAVERN left normal]
{#ff00bf}From now on you can access a hint in the pause menu.{#}{n}{#00fefe}It explains the map's main mechanic in detail.{#}
{#ff00bf}Reading it will take some time,{#}{n}{#00fefe}so only use it if you really need to.{#}

Anzen_CD_title= Hint

Anzen_CD_hint={anchor middle}
[INVISIBLE left normal]
{#ffffff}
Your moveset in Crystal Dash is made up of two parts.
One of them is the Held Dash extended variant, which you should be familiar with by now. The other is a new change to how dashing affects speed.
When a dash is started, your current speed and other related factors are saved. When the dash ends, the saved process is resumed.
For example, if you use a spring, then do a spring cancel, the spring bounce will happen after the dash.
You will commonly need to cancel tech or springs and use the saved speed elsewhere.
Precisely chaining dashes allows you to keep speed stored longer and carry it further.
While a spring bounce is automatic, getting full height out of a jump or wallbounce requires the jump button to be held. This trait is also preserved.
So if you interrupt a jump or wallbounce with a dash, remember to hold jump as the dash ends, otherwise you won't gain much height.
This should be enough info to complete the map.
{#}

Anzen_CD_ending={ph_trigger disable_skip}{ph_trigger camera_pan 0 0 2}
