# Names (Very stupid I know)
RadioactiveBluePlatypus_TrollSides= The Troll Sides
RadioactiveBluePlatypus_TrollSides_0a= Trollogue
RadioactiveBluePlatypus_TrollSides_1a= Trollsaken City
RadioactiveBluePlatypus_TrollSides_2a= Trolled Site
RadioactiveBluePlatypus_TrollSides_3a= Celestroll Resort
RadioactiveBluePlatypus_TrollSides_4a= Trollden Ridge
RadioactiveBluePlatypus_TrollSides_5a= Mitroll Temple
RadioactiveBluePlatypus_TrollSides_6a= Reflectroll
RadioactiveBluePlatypus_TrollSides_7a= The Trummit
RadioactiveBluePlatypus_TrollSides_7epilogue= Epitroll
RadioactiveBluePlatypus_TrollSides_8a= Trore
RadioactiveBluePlatypus_TrollSides_9a= Faretroll

# Heart poems
poem_radioactiveblueplatypus_trollsides_0a_a= You can do this.
poem_radioactiveblueplatypus_trollsides_1a_a_old= Thanks for playing the demo!
poem_radioactiveblueplatypus_trollsides_1a_a= Sever the expectations
poem_radioactiveblueplatypus_trollsides_2a_a= Troll moonrise
poem_radioactiveblueplatypus_trollsides_3a_a= Good Carlma
poem_radioactiveblueplatypus_trollsides_4a_a= I LOVE THIS MARIO
poem_radioactiveblueplatypus_trollsides_5a_a= Troll Magic
poem_radioactiveblueplatypus_trollsides_6a_a= Center of the Troll Guide
poem_radioactiveblueplatypus_trollsides_7a_a= No more Trolling
poem_radioactiveblueplatypus_trollsides_8a_a= Heart of the Troll Community
poem_radioactiveblueplatypus_trollsides_9a_a= Final Trollbye

# Postcards
radioactiveblueplatypus_trollsides_1a_postcard=
	Using speedrun tools's fast respawn feature will {# ff1144}break{#} some of the setups in the campaign. If you have it enabled, {# ff1144}please disable it.{#}
radioactiveblueplatypus_trollsides_2a_postcard=
	{# ff1144}Retrying{#} from the menu is allowed for accessibility, but keep in mind that it is not part of the {# ff1144}intended experience.{#}


# Checkpoints
TS_UNUSEDROOMS= Unused Rooms

	# Trollsaken City
RadioactiveBluePlatypus_TrollSides_1a_a_02_unused= {+TS_UNUSEDROOMS}

	# Trolled Site
RadioactiveBluePlatypus_TrollSides_2a_b_00= Awake
RadioactiveBluePlatypus_TrollSides_2a_unused_transition_room= {+TS_UNUSEDROOMS}

	# Celestroll Resort
RadioactiveBluePlatypus_TrollSides_3a_roof_00= Roof
RadioactiveBluePlatypus_TrollSides_3a_i_03_unused= {+TS_UNUSEDROOMS}

	# Trollden Ridge
RadioactiveBluePlatypus_TrollSides_4a_a_01_unused= {+TS_UNUSEDROOMS}

	# Mitroll Temple
RadioactiveBluePlatypus_TrollSides_5a_resetroom= Into the Mirror
RadioactiveBluePlatypus_TrollSides_5a_a_01_unused_01= {+TS_UNUSEDROOMS}

	# Reflectroll
RadioactiveBluePlatypus_TrollSides_6a_boss_00= HEEEEEEEEEEEEEEEE YAH
RadioactiveBluePlatypus_TrollSides_6a_a_01_unused= {+TS_UNUSEDROOMS}

	# Trummit
RadioactiveBluePlatypus_TrollSides_7a_b_00= 500M
RadioactiveBluePlatypus_TrollSides_7a_c_00= 1000M
RadioactiveBluePlatypus_TrollSides_7a_d_00= 1500M
RadioactiveBluePlatypus_TrollSides_7a_e_00= 2000M
RadioactiveBluePlatypus_TrollSides_7a_f_00= 2500M
RadioactiveBluePlatypus_TrollSides_7a_g_00= 3000M
RadioactiveBluePlatypus_TrollSides_7a_d_00_unused= {+TS_UNUSEDROOMS}

	# Trore
RadioactiveBluePlatypus_TrollSides_8a_b_00= Rising
RadioactiveBluePlatypus_TrollSides_8a_c_00= Sandwich
RadioactiveBluePlatypus_TrollSides_8a_a_01_unused= {+TS_UNUSEDROOMS}


# People
		PLATYPUS=	{~}{#00ffee}R{#}{#1dfbd8}a{#}{#37f7c2}d{#}{#4ff2aa}i{#}{#64ec93}o{#}{#78e67c}a{#}{#8bdf66}c{#}{#9dd751}t{#}{#aece3c}i{#}{#bec529}v{#}{#ceba19}e{#}{#deae0f}B{#}{#eca213}l{#}{#f99420}u{#}{#ff842e}e{#}{#ff7846}P{#}{#ff6f5c}l{#}{#ff666d}a{#}{#ff5b7c}t{#}{#ff4d8b}y{#}{#ff3b9c}p{#}{#ff15b1}u{#}{#ff00c8}s{#}{/~}
		AEROSPACE=	{~}{#a2e1e2}Th{#}{#99dee4}e A{#}{#90dae7}er{#}{#89d7e9}os{#}{#82d3ed}pa{#}{#7ccef0}ce{#}{#79caf3} Sy{#}{#77c5f6}st{#}{#77c0f8}em{#}{/~}
		LIFEY=		{~}{#554ddf}L{#}{#2e6dff}i{#}{#00bcfd}f{#}{#24ffff}e{#}{/~}
		LONELYYBOO=	{~}{#FFC0CB}Fionna (Lonelyyboo){#}{/~}
		SSM24=		{~}{#ff99fc}S{#}{#f788fb}S{#}{#ee77fa}M{#}{#e365f9}2{#}{#d853f9}4{#}{/~}
		KANNOLOTL=	{~}{#E17782}Kannolotl{#}{/~}
		TARDIGRADE=	{~}{#784087}F{#}{#793f88}r{#}{#7b3f89}e{#}{#7c3e8a}n{#}{#7d3d8b}c{#}{#7e3d8c}h{#}{#803c8d}T{#}{#813b8d}a{#}{#823a8e}r{#}{#84398f}d{#}{#853890}i{#}{#863791}g{#}{#883692}r{#}{#893592}a{#}{#8b3493}d{#}{#8c3394}e{#}{/~}
		ALETRIS=	{~}{#ff5afa}A{#}{#c49bff}l{#}{#99baff}e{#}{#7accff}t{#}{#5cddff}r{#}{#00f0ff}i{#}{#1efff4}s{#}{/~}
		NOTSOCUBIC=	{~}{#AB20FF}Not So Cubic{#}{/~}
		THEGUR90= 	{~}{#8a09ec}T{#}{#5553ff}h{#}{#0079ff}e{#}{#0094f6}g{#}{#00a7f5}u{#}{#00b9f9}r{#}{#00ccfa}9{#}{#4edcef}0{#}{/~}
		MADDIE=		{~}{#ffb8db}m{#}{#ffb1d8}a{#}{#ffa9d4}d{#}{#ffa2d1}d{#}{#ff9acd}i{#}{#ff93ca}e{#}{#ff8bc6}4{#}{#ff82c3}8{#}{#ff7abf}0{#}{/~}
		CIRI=		{~}{#f58ed5}M{#}{#e79bee}o{#}{#d4a9ff}r{#}{#bdb9ff}p{#}{#a9c6ff}h{#}{#98d1ff}e{#}{#86dbff}d {#}{#6ce5ff}C{#}{#65edff}a{#}{#71f4f4}t{#}{/~}
		DOLPHIN=	{~}{#b888d7}D{#}{#b390de}o{#}{#ae98e4}l{#}{#aaa0e9}p{#}{#a6a7ec}h{#}{#a2aeef}i{#}{#a0b5f1}e{#}{#9fbcf3}D{#}{#9fc2f3}o{#}{#a0c8f4}l{#}{#a2cdf3}p{#}{#a6d3f3}h{#}{#abd8f3}i{#}{#b1ddf2}n{#}{/~}

# Misc
AREACOMPLETE_TROLLSIDE=
		Troll-Side Complete

# Prologue
CH0_COOLER_INTRO=
		This is it, {+MADELINE}.
		Just breathe.
		Bet you expected me to ask why you're nervous huh?

TS0_GRANNY_00=
		{anchor top}

		[MADELINE left normal]
		Hi {+GRANNY}!

		[GRANNY right normal]
		Hello {+MADELINE}!
		I just wanted to tell you I did some renovations on the {+mountain} while you were gone.
		
		[MADELINE left upset]
		Yeah I saw some of that.
		[MADELINE left surprised]
		How do you even renovate a mountain anyway?

		[GRANNY right laugh]
		Don't worry about it!

		[MADELINE left upset]
		{0.5}...{0.2}

		[MADELINE left angry]
		Ok then I guess I'll get going then.

		[GRANNY right laugh]
		Have fun! If you need me I'm gonna be laughing behind your back.

TS0_GRANNY_01=
{anchor top}
		[GRANNY right normal]
		Oh {+MADELINE}, I forgot to tell you, you have a dash in this room!

		[MADELINE left angry]
		Are you kidding me?
		[MADELINE left upset]
		Why didn't you tell me sooner?
		
		[Granny right laugh]
		If my "bridge" almost did you in-

		[MADELINE left upset]
		Shut up.

TS0_GRANNY_02=
{anchor top}
		[MADELINE left sad]
		To be honest, I'm pretty worried about this trek up the {+mountain}.
		
		[GRANNY right normal]
		{+MADELINE}, listen. You're stronger than you realize. Plus, {# d678db}{~}she's{/~}{#} here with you isn't she?

		[MADELINE left normal]
		You're right!
		[MADELINE left determined]
		I can do this!
		

# Forsaken City
TooLow=
{~}Too low!{/~}

MEMORIALDEMO=
		-- THANK YOU SO MUCH --
		For playing the
		TROLLSIDES demo!
		More chapters coming soon!

TROLLMEMORIAL=
		-- CELESTE MOUNTAIN --
		This memorial dedicated to
		you.

TS1_THANKYOUDOLPHIN=
		Thank you so much {+DOLPHIN} for the amazing feedback on this chapter! This wouldn't've been possible without you.

TS1_NICETRY=
		Nice try.

TS1_A2_EXP=
		Room name: a-02-unused
		Something that I feel I have improved a lot on while making the trollsides is giving up on ideas.
		Sometimes, more often in Trollsaken City, I would be hellbent on making a specific setup the way I thought of it in my head.
		I just kept adding layer onto layer, trying to make the troll more lenient, easier to understand, add hint after hint after hint, to no avail.
		This is one of these cases.
		This room has only been removed in v1.1.0. It was there in the demo, on release, for many versions after too.
		I tried making the anti more lenient, I added a pity spike, I added a cutscene that said "Too low!" if you went too low, etc etc, but this room was still confusing to everyone.
		The solution people would come up with was often unintended too, which added a thick layer of jank onto an already confusing room.
		I could make an entire video essay on why old 1troll was bad. (And I might actually now that I think about it)
		If you want the solution by the way, you need to grab the first coin last, and also don't go too low or else the exit wall will appear.

TS1_A3_1_EXP=
		Room name: a-03-unused
		Everything that I said in the last room applies 10x here.
		The idea was to make a "the beginning is the end" reveal.
		Make the player go through a grueling anti with bumper spam (classic) to get a hint that reveals the beginning is the end thing.
		Here's a tip I got from {+DOLPHIN}, a fantastic smm2 troll creator.
		DON'T OVERDO ANTIS.
		Sure, they are fun to make, and you feel oh so devious when you see a player fall for your trick as the slider theme plays on repeat.
		The thing is, I abused them.
		If you watch streamers play through the trollsides before v1.1.0, you'll notice that they groan or sigh every time they start hearing the music.
		The amount of antis in the campaign went from 9 to 3 in the new version.
		Please, use antis very VERY sparingly. Or not at all, if you wanna be safe.
		The last thing you want is to make the player angry. You want to make them laugh.
		Anyways, after the players went through this whole thing, half would not notice the spring anyway.
		Here's the "adding layers instead of scapping the idea" thing again.
		First, I had an arrow made with intro crushers appear, but playtesters didn't notice that.
		Then I thought adding string lights on the arrow would work, so I added those on it. It didn't work.
		So then I said "fuck it" and added 15 bright pink arrows pointing at the spring.
		It didn't work.
		See what I mean? The whole idea was flawed to begin with but I was so attached to it that I was willing to do anything to make it work.
		I even considered adding a passive agressive cutscene pointing out the spring and explaining how to beat the room in great detail.
		I never once even considered just, entirely replacing the room.
		Addendum: jneen added this detail which I thought was pretty good to add: the players cannot know what the spring is for.
		Like "Ok that's a random spring... now what?" :shrug:
		
TS1_A4_EXP=
		Room name: a-04-unused
		There's a term in the smm2 community that I like a lot.
		It's called "Spaghetti".
		It's when a troll level has jank parts that make it difficult to play, even when you already know the trolls.
		It's like if a puzzle level randomly had a kaizo section right in the middle, the players won't like that part.
		You don't come to a puzzle level for the platforming, you do for the puzzle solving.
		When a player enters a troll level, they expect shenanigans. Trolls. Levels that will psychologically challenge them and also make them laugh.
		A troll can really only be funny once. After you've fallen for it, it doesn't mean anything anymore.
		(Note: most of the time. Everything has an exception.)
		This room has jank. It's confusing. There's no really clear intended path to take.
		Keep this in mind while making your troll level: Make it easy. Beginner gameplay. Make what the player needs to do clear.
		Then subvert their expectations, and reveal the new path to them.
		The player should always feel like they know what they need to do next. They should never feel like they ran out of options.
		They should ideally not struggle with trolls they've already seen.
		Playtest, playtest, playtest.
		While you playtest, do not turn your microphone on under any circumstance. Observe what the player does and take notes.
		Verbal feedback can be useful, but direct ovservation is invaluable.

TS1_A3_2_EXP=
		Room name: a-03-unused-02
		This room was made to replace a-03 in v1.1.0.
		The player is supposed to go directly into that hole in the wall and die to the spikes.
		The setup wasn't consistent however, and I felt like the room felt a bit too empty, so I decided to not use it.

TS1_A3_3_EXP=
		Room name: a-03-unused-03
		This room was also made to replace a-03 in v1.1.0.
		I did use it in the final version, but I just wanted to showcase this troll with the cat in the wall.
		When the player pets the cat, they get locked into walking towards it for the petting animation to start, which sends them into spikes.
		I found the whole thing too distracting unfortunately.
		Also, it's kinda obvious what's gonna happen before it even does.


# Old Site
WrongWayRight=
		Wrong way! Go -->

TS2_TRANS_01_EXP=
		This room was not meant to be in the map. It is simply there to demonstrate one of the trolls because it only works with the context of a room transition.

TS2_A2_01_EXP=
		Room name: a-02-unused
		This room's gimmick was simply sending the player in the same anti over and over again.
		It got old pretty fast however, and the anti was fairly poorly designed as it is hard to figure out how to get out of it at all.
		One solution is to buffer dashes upon getting refilled by the springs. This is a tech named the {~}spring cancel{/~}.
		I would link a wiki page on spring cancels here IF THERE WAS ONE.
		Oh and also if you dash up to get into the room you die because of the dream block.
		Proceed to the right for next room.

TS2_TRANS_02_EXP=
		This room wasn't in the map either for the same reason as the first.

TS2_A2_02_EXP=
		Room name: a-02-unused-02
		This room was my second attempt at making the third room of the map. As you can see, the dash up troll is also present in this room, though more cruel this time. 
		However, if you fall for this troll more than once, spikes will be placed to make the death come much faster.
		I know, I'm such a benevolent level creator.
		If you enable hitboxes, you will see some triggers on the first dream block, which placed a switch gate parallel to them.
		Testing revealed that no one ever fell for these.
		I could not figure out how to add more trolls in this room.
		Platforms have been added to make this room possible.

TS2_TECHTEST_EXP=
		Room names: techtest (higher) and techtest2 (lower)
		This room was not meant to be part of the map, I just discovered some tech and used these rooms to test it out.

# Resort
MusicResetExplain=
		[MADELINE left upset]
		Why does the music keep restarting every time I die?
		[Music Trigger]
		Music trigger.
		[MADELINE left surprised]
		WHO ARE YOU?
		[Maddy are you deaf? The music trigger LITERALLY ALREADY TOLD YOU. it's MUSIC TRIGGER. MUSIC TRIGGER'S THE NAME. FOR ONCE MAYBE YOU SHOULD LISTEN MISS DEAFELINE.]
		Music trigger.

TS3_GOINGDOWN=
		[OSHIRO right normal]
		Oh hey {+MS_MADELINE} I didn't see you there!
		[MADELINE left upset]
		I'm kind of in the middle of something here.
		[OSHIRO right normal]
		And what would that be?
		[MADELINE left angry]
		Lowering into the void with a sinking platform!
		[MADELINE left upset]
		By the way where are you even speaking to me from?
		[OSHIRO right normal]
		Oh, the other room.
		[MADELINE left surprised]
		What other room?
		
TS3_THATONE=
		[OSHIRO left normal]
		This one!
		[MADELINE right normal]
		I think the map creator is running out of ideas.
		[OSHIRO left normal]
		You think?

TS3_I3_EXP=
		Room name: i-03-unused
		I could only think of one troll for this room, and it's an invisible zip mover.
		Due to its unreadable nature, I removed the room.
		I also couldn't think of troll ideas either. I felt like I, pardon the reference, "RAN OUT OF TROLLS".

TS3_JOKE_NOTEXP=
		Room name: very-intelectual-joke-(you-wouldnt-get-it)
		Note: I added an invincibility trigger here so Oshiro doesn't kill you while you read. This wasn't part of the original room.
		This is actually a very funny joke, you just don't get it.
		(Note: not actually but it was funny when I did that in a call. {+SSM24} gets it cuz they were there.)

TS3_ROOF1_EXP=
		Room name: roof-01-unused
		This was a placeholder room for the playtesters.
		The cursive text saying "end for now" was intended for them.

TS3_UNUSED_END_EXP=
		Room name: unused_end
		Now that's meta!
		As you may have noticed, every chapter's unused rooms section ends with a room that says "GG".
		This was the room for chapter 3, but it was a bit hard to understand what it was.
		It says "good game uwu" in cursive.
		Not all of the text can be visible on the screen at once, and cursive might be harder to read for some people.
		I can't really remove this room because it's like, already part of the unused rooms...
		So I guess it's not actually really unused at all...
		Oh whatever it doesn't really matter.

PicoConsole_Explain=
		{#00ff00}{>> 0.2}This pico8 console is modified. Please click the pico8 button in the main menu then select THE TROLL SIDES to play a special edition troll demake.{>>}{#}
		[MADELINE left peaceful]
		Vintage.
		
# Ridge
ThankYouPlayer=
		I just wanted to take the time here to thank some people.
		I'd like to thank my playtesters who are:
		{+AEROSPACE}\
		{+LIFEY}\
		{+LONELYYBOO}\
		{+SSM24}\
		{+KANNOLOTL}\
		{+TARDIGRADE}\
		{+ALETRIS}\
		{+NOTSOCUBIC}\
		{+CIRI}\
		and {+DOLPHIN}!
		I'd like to thank {+MADDIE} for adding the custom pico console entity for me!
		I'd also like to thank you, the player, for making it this far!
		I'm really passionate about this project so it means a lot that you stuck with it for so long.
		Anyways good luck with the rest of the campaign!
		You can relax here as long as you want. I promise I didn't put any trolls in this room!

TS4_A1_EXP=
		Room name: a-01-unused
		This room was meant to be the second room in the map.
		It was removed because it was pretty boring and not much could be done with it. 
		The crumble platform at the end is grabbable by the way, no playtesters noticed though.

TS4_A2_EXP=
		Room name: a-02-unused
		This room was meant to directly follow the previous unused room.
		There are no trolls in it, but there is a secret room if you figure out how to get to the top.
		Hint: There's something you need in the previous room.
		I would've added trolls in this room but I couldn't think of any.
		A platform was added to make this room possible.

TS4_SECRET_EXP=
		Room name: a-secret-unused
		Congrats for finding the secret! Either that or you are reading the English.txt file right now.
		If you are, there's a cat in this room and you don't get to pet it! Ha!
		If you are really inside the room, enjoy the kitty :3

TS4_A3_EXP=
		Room name: a-03-unused
		This room is bad.
		I couldn't figure out how to fit more than 2 trolls in it and the 2 that are there are terrible.
		In fact, the playtesters wouldn't even notice them!
		They'd just ask me "Wait are there no trolls in that room?" and I'd answer "Actually there's 2 and they're bad."
		There's a green bubble hidden behind the first cloud and a move block redirect in the second.
		The green bubble is also not a good troll because it is confusing and it's hard to realize what went wrong when you die to it.
		The redirect punishes you if you stay on the move block for too long, but guess what!
		{!}{*}NO {0.2}ONE {0.2}DOES!!!{/*}{/!}
		So yeah, I removed the room.

TS4_A1_02_EXP=
		Room name: a-01-unused-02
		This is more of a rework than a removal.
		This used to be part of the map, up until v1.2.0.
		This was probably the hardest room in the campaign, excluding maybe flag 2 of {+RadioactiveBluePlatypus_TrollSides_7a}, and probably the second red coin room in {+RadioactiveBluePlatypus_TrollSides_5a}.
		This was majorly inspired by the first room in "A Hot Taste of New Soup" from SMM2's Banned Wagon Collab! 
		(Jneen and Stevo actually recognized it during the former's livestream! I think it's really cool that they figured that out!)
		Anyways, I like to lovingly call this room "That one Banned Wagon room, but if it was bad."
		The reason? Cuz I took that one Banned Wagon room, and I made it bad.
		First of all, in AHToNS, there's actually tracks that tell you roughly where the platform will go.
		Also, when there's a troll, it's incredibly well telegraphed (after the fact of course.) (I'm not sure if telegraphed is the right word here but whatever.)
		(I recommend you go and watch a video of the room right now, so you know what I'm talking about.)
		(You can go at 24:12 on CarlSagan42's video called "Your Fish is My Command // Banned Wagon Collab Part 2".)
		Anyways so first troll, already fantastic.
		You expect the platform to go right, but then there's a hole in the track.
		Your eyes are already looking at the platform, so the hole is easy to notice.
		Then, the player expects the platform to resurface a bit to the right, but then it doesn't. The troll creator is aware of that and took advantage of that player instinct to go right.
		Then, a mole pops up, which is haha mole funny haha, and then there's a really good troll right after.
		I think explaining that one would kinda deminish it, kinda like how explaining a joke makes it unfunny. But you already know what it is, because you watched the video. Right? Right? Right? Right-
		Then there's another misdirection. This one is really clever.
		The player expects that the platform is gonna lower down and make the player hit the spikes, so they jump instinctively.
		Since the platform is already going right, then the player continues to go right, cuz they expect the platform to reappear to the right!
		And then the yellow platorm appears, which is probably my favourite moment in that room.
		The decision to make it visually distinct is kind of a genius move, because it reduces confusion.
		The player now knows that the blue platform is still going right, but they need to land on the yellow one first, and then jump to the right.
		But THEN, it re-emerges a bit faster than you'd think so you just miss the platform, which is really funny.
		And then finally there's the block that makes you fall off the platform.
		Now let's see what I did!
		First, you go on the platform. Ok, good so far.
		Then, it just... falls out of nowhere. Oh no.
		Then it goes back up, and directly into spikes. Oh no.
		The player has no time to process what's happening.
		There's also no visual indicator of where the platform starts sinking.
		Or is there? (Vsauce music starts playing)
		Well yeah actually, if you look carefully, you can see that, for every single thing that the platform does, there's a visual indicator in the background that's lined up with it.
		Sometimes, it's a tree root hanging where the platform falls, and sometimes it's background tiles aligning with the platform.
		However, since these things are just decoration, and not actually related to the track itself, the player often disregards them.
		Anyways, after the player gets sent into those spikes, a lot of people think they need to wavedash on top of the fast platform, which confuses them a lot when it turns out that the way is blocked by a giant wall.
		Meanwhile, another platform is appearing right offscreen.
		It does arrive way too late though.
		It's very specific. When the platform goes up into the spikes, you need to walk off it without jumping (which is something new players will probably struggle with. Also not-new players as well.)
		Then, you need to dash up to wait for the platform to arrive.
		It's very janky and it doesn't work that well.
		Anyways, after that, it goes to the right, then up a bit, then up left into the spikes on the ceiling.
		It's a fine troll, if not a bit boring and also a bit hard to avoid. I'd give it a C-. (Not as bad as that one spring in old chapter 1, :/)
		Then, the platform falls, goes up again but to the right, kinda like in AHToNS, but not as good.
		And then, the best troll in the room, that snowball.
		It's great cuz there's a change respawn trigger there, so it still has the impact of a kaizo block, but without the consequences!
		But yeah, most of the stuff the platform does in this room are a bit poorly telegraphed, and generally go a bit too fast.
		There's pacing issues and a lot of confusion on the player's end.
		Anyways, that was my short explanation of why this room is bad!
		(I REALLY do not envy the future me that'll have to translate this cutscene in french)
		
		

# Mirror
TS5_HELLOFITZ=
		Hello Fitzgerald

TS5_TIP_COIN1_UNUSED=
		The blue touch switches are not necessary, but they are used as indicators.

choiche=
		choiche

TS5_A1_01_EXP=
		Room name: a-01-unused-01
		This screen was removed because it was too confusing and I couldn't figure out a way to use the bumper troll.
		I think the bubble storage tech could be used in interesting ways, for example because it doesn't trigger the swap blocks.
		However, without proper introduction, it is a very confusing mechanic and introducing it kinda defeats the point of the troll.
		There is no intended solution because this room wasn't finished but it is still possible.

TS5_A1_02_EXP=
		Room name: a-01-unused-02
		This room's only troll was basically "If you dash you get blocked off and trapped with a seeker".
		However, it was trivially easy for the seeker to not get to the end of the contraption.
		Since they hover on a cycle, if you dash on certain frames, it'll get stuck in certain places.
		Furthermore, the seeker isn't supposed to be introduced until the into-the-mirror section.
		Last reason why I didn't include this is because the a section of the chapter has very few rooms since the red coin part is obviously the focus,
		so having a room with only 1 troll in it would be a little underwhelming.

TS5_D1_01_EXP=
		Room name: d-01-unused
		This room was removed because of its jank and confusing nature.
		This map is meant to be enjoyed for any player, and the physics in this room are pretty obscure to figure out.
		To get out of this room, collect the touch switch using theo and then dash directly up to touch the teleport trigger.
		You only need to collect the coin on the right because the one on the left is impossible to get. The rightmost coin was added to make the room possible and was not part of the original design.
		This room was supposed to have a cutscene explaining a detail about the room:
		{+TS5_TIP_COIN1_UNUSED}

TS5_D3_01_EXP=
		Room name: d-03-unused
		This room was removed because it was really convoluted and hard to understand.
		Basically, if you get the blue coin at ANY point ever, you can't beat the room anymore.
		I recommend showing hitboxes in this room to figure it out cuz it's weird.
		

# Reflexion
TS6_BUMPERED=
		You just got pumbered!
		Pumber someone else to get unpumbered.

TS6_ThankYouPumber=
		Thank you {+THEGUR90} for letting me use this song in my map!

TS6_WARNING=
		I'm warning you, I cooked with this one.

TS6_DISRESPECT=
		Hello player!{n} {+PLATYPUS} here!
		I just wanted to tell you before I forget, this wall right over there, you see it?
		Yeah like this one to the left right here.
		Be careful! This one's fake.
		If you don't want to go back to the start of the screen, try to avoid that wall.
		By the way, if this dialog is livestreamed right now, can I get a {~}meow{/~} in the chat? :3
		Anyways there are several ways to avoid that wall:
		Dash up-left to avoid the wall.
		Dash up to avoid the wall.
		Dash down to avoid the wall.
		Try to not get close to the wall.
		Good luck!
		
TS6_A1_01_EXP=
		Room name: a-01-unused
		This room has a kinda cool idea to it but I couldn't think of anything to do with it.
		Switch gates can move moving Kevins, I wanted to do something funny with that.
		The next dialog line contains spoilers for The Trummit. Pause the game and press "skip cutscene" to avoid spoilers.
		I ended up using that mechanic in 2k in summit instead with a move block!

TS6_A2_01_EXP=
		Room name: a-02-unused
		This room was removed because the trolls were pretty bad and most people didn't even register the fact that they were trolls.
		If you look closely, the first bumper is one-use and the Kevin looks like it's gonna stop but it doesn't cuz the wall doesn't extend far enough down.
		If you gotta look closely to notice you got trolled, it's not a good troll.

TS6_A2_02_EXP=
		Room name: a-02-unused-02
		This room is identical to a-02 in the base map with one difference: the ending.
		The original ending sucked. The idea was like "Oh if you have feather you lose."
		Problem: You can exit the feather by dashing or grabbing a wall.
		Solution: Add no dash triggers and make walls not grabbable.
		The thing is, I couldn't find a setup the feather couldn't go through but that the player could.
		I tried to resolve that by putting a trigger on the feather but that didn't get the message across really well.
		Players couldn't know they got into an anti because of the feather, for them they just got into an anti because... something??
		Also, to make it worse, it was easy to hit the trigger but not the feather. :(
		So yeah, I had to replace it with another troll. To be honest, the one I replaced it with isn't great but I had no better ideas.

TS6_B1_01_EXP=
		Room name: b-01-unused
		This room is just b-01 but I changed the ending once again.
		I don't actually remember why I changed it actually.
		The next dialog line contains spoilers for The Trummit. Pause the game and press "skip cutscene" to avoid spoilers.
		That Kevin dream block was actually a really good troll though so I reused it in Trummit.
		
TS6_BOSS2_01_EXP=
		Room name: boss-02-unused
		I wanted to do a room with feather trolls. Just one issue with that...
		Making feather trolls is definitely not my strong suit. I have no idea how to make any good ones.
		So yeah there you have an empty husk of a room, with a frankly bad troll at the end.
		Ignore the fact that I reused it for the final map {n}(clown emoji)

TS6_BOSS2_02_EXP=
		Room name: boss-02-unused-02
		Honestly, I just couldn't think of any more trolls.

TS6_BOSS2_03_EXP=
		Room name: boss-02-unused-03
		Yep. Third attempt at making boss-02 and I still couldn't get it right.
		To be fair this one has a really cool gimmick. Every time you hit the Badeline boss, the room changes a bit.
		Here's a problem with that though: You gotta come up with like so many more trolls and fit them all in a single small room.
		Cool concept, but way too hard to execute.
		By the way, you need to go hit the Badeline then go back to the spring to the left. Every time you do, it'll advance the fight by 1 step. 
		That wasn't communicated very well.

# Summit
TS7_SUMMIT_0M_DIA=
		[MADELINE left determined]
		This is it! We can do this!
		[BADELINE right normal]
		Yeah. Together.

TS7_SUMMIT_500M_DIA=
		[MADELINE left sad]
		So why aren't we taking the same route as when we went up the first time?
		[BADELINE right normal]
		We are. {+GRANNY} just renovated it since last time we passed through there.
		[MADELINE left surprised]
		{*}{!}HOW DOES SHE KEEP DOING IT???{/!}{/*}

TS7_SUMMIT_500M_DIA_02=
		[MADELINE left sad]
		I've been thinking, why are there dream blocks here if I'm not asleep?
		[BADELINE right yell]
		Girl, this is a {~}magic {+MOUNTAIN}{/~}.
		[BADELINE right upset]
		Don't overthink it. You're not secretly dead and just dreaming about climbing the {+MOUNTAIN}.
		[MADELINE left panic]
		I just wanted to be in a {#00ff00}Game Theory{#} video...

# THE FOLLOWING LINES HAVE BEEN REMOVED JUST IN CASE THEY AGE BADLY. I hope they won't.
#		[MADELINE left sadder]
#		Rest in peace Matpat.
#		[BADELINE right yell]
#		{*}{!}HE'S NOT EVEN DEAD!{/!}{/*}
		
TS7_SUMMIT_1000M_DIA=
		[MADELINE left sad]
		I swear I just had the weirdest sense of déjà-vu!
		[BADELINE right angry]
		That's strange!
		[BADELINE right upset]
		By the way, I swear I just had the weirdest sense of déjà-vu!
		[MADELINE left surprised]
		That's strange!

TS7_SUMMIT_1500M_DIA= 
		[MADELINE left normal]
		We're finally out of resort!
		[BADELINE right freakA]
		YEAHHHHHHHHHHHH
		[BADELINE right freakB]
		I'M SO HAPPY!!!!
		[BADELINE right freakC]
		RESORT SUCKS SO MUCH!
		[MADELINE left distracted]
		By the way, what are the mechanics in ridge again?
		[BADELINE right worried]
		...

TS7_CAREFUL=
		Be careful! The platform will raise the dust bunnies right here!

TS7_SUMMIT_2000M_DIA=
		[MADELINE left normal]
		Ahh. No more cycles, no more wind, it's all smooth sailing from here!
		And of course there are no seekers in summit! And no Theo gameplay!
		...
		...
		...
		[BADELINE right normal]
		Foreshadowing is a literary device in which a storyteller gives an advance hint of what is to come later in the story.
		Foreshadowing often appears at the beginning of a story, and it helps develop or subvert the audience's expectations about upcoming events.{#03c2fc}[1\][2\]{#}

TS7_THEO_STILLHERE=
		[MADELINE left surprised]
		{+THEO}? What are you doing here?
		[THEO right serious]
		You left me in the temple, remember? Inside one of these "{#ee0000}red coin rooms{#}".
		You didn't actually bring me out.
		[MADELINE left normal]
		Ohhh now I remember!

TS7_THEO_BIGFALL=
		[MADELINE left normal]
		Ok so it looks like this hole leads directly to the bottom of the {+MOUNTAIN}!
		[THEO right worried]
		{+MADELINE}, you're scaring me right now...
		[MADELINE left normal]
		I think that the fall should break the crystal!
		[THEO right worried]
		Yeah, and all of my bones!
		[MADELINE left normal]
		Don't worry none of this is canon.
		And what doesn't kill you makes you stronger!
		[THEO right worried]
		1. This isn't true.{n}2. I'm pretty sure it only applies to stuff that doesn't kill you.
		[MADELINE left normal]
		Good luck then!
		

TS7_SUMMIT_2500M_DIA=
		[MADELINE left determined]
		gameing
		

TS7_D0_01_EXP=
		Room name: d-00-unused
		This room was just for the playtesters.
		I needed to remove it but I wanted to keep it here cuz it's {~}silly{/~}!
		Proceed to the right for the next room.

TS7_D1_01_EXP=
		Room name: d-01-unused
		This room was my attempt at making 1.5k room 2. It was not a good attempt.
		Yikes.
		
TS7_E2_01_EXP=
		Room name: e-02-unused
		This room has no redeeming qualities.
		I tried again with the move block redirect hidden into a cloud, which already miserably failed in 4troll.
		Then this choke point where you have to buffer a dash and it's... {~}weird{/~}
		Then I could only think of 1 other troll and it was "Uhhhh cloud that's not actually real"
		{!}{*}SERIOUSLY????{/*}{/!}
		That is SO UNBELIEVABLY BORING
		IT'S BLASPHEMY.
		HOT GARBO.
		IT'S HORRIBLE.
		Oh also I hadn't put the spinners in before I scrapped that room so that's why there's none here.
		
TS7_E2_02_EXP=
		Room name: e-02-unused-02
		This room simply isn't fun.
		It's also confusing that the spring reverses the wind direction.

TS7_F1_01_EXP=
		Room name: f-01-unused
		I was testing out an idea here.
		It's kinda like a mario maker on off switch!
		I never used that idea :(
		Come to think of it that's just core...
		The end of the room wasn't like this but I had to modify it cuz else it would crash the game.
		The cutscene was there though.

TS7_G1_EXP=
		Room name: g-01-unused
		I realized this flag was bad when someone just beat it without falling for a single troll.
		It was just baiting the player to go up but it didn't really work.

TS7_G2_EXP=
		This flag was after the previous one here. I hadn't started it yet.

TS7_G3_EXP=
		This flag was supposed to be a twice-twice with a bunch of touch switches.
		Basically at the end of the room you'd see text that says "Don't get first touch switch"
		And basically you'd have to play the room without that one because it's a fake one and it blocks the way.
		All the trolls would be different when you haven't grabbed that touch switch though.
		However this was kinda hard to make so I ended up giving up on that idea.

TS7_G4_EXP=
		For this one, I just had started making a room and then I gave up on it cuz I couldn't think of any more up-wind trolls.
		I did keep the start of the room though, cuz I realized that if you hold right and wait for a moment and then jump, there's rng on if you get bumped or not.
		I thought that was interesting, though not for a troll.

TS7_G5_EXP=
		Ok now this one was ambitious.
		Basically you had this elevator but then at the end you realize you shouldn't've touched the move block at the start and you get thrown right into an absolutely horrible anti.
		It's actually hellish.

TS7_G6_EXP=
		This was gonna be trolls with a no-return Kevin.
		I only thought of one troll with it.

TS7_DREAMGRAB_TUTORIAL=
		Dream Grab

# Epilogue
TS8_END=
		[MADELINE right normal]
		We made it to the summit! It was beautiful as always!
		[THEO left normal]
		I really gotta see it someday.
		[MADELINE right sad]
		Wait why are we talking outside though?
		[GRANNY left normal]
		The mapper was too lazy to learn how to make the cutscene inside the house.
		[THEO left wtf]
		What does that even mean?
		[MADELINE right normal]
		Oh no {+THEO} isn't self aware enough
		[GRANNY left normal]
		L
		[THEO left wtf]
		This is the most confusing discussion I've ever had in my life.
		[GRANNY left normal]
		{+MADELINE}, there's something I've been meaning to tell you.
		[MADELINE right normal]
		What is it?
		[GRANNY left normal]
		Intro crusher. {0.2} {trigger 0}

TS8_DEBUG_TIP=
		Hello! This is a message from the map creator, {n} {+PLATYPUS}!
		You have just unlocked the unused rooms for every chapter!
		Just select the chapter and go to the checkpoint named "{+TS_UNUSEDROOMS}"!
		I added commentary to every room that explains the rooms and why I removed them, which could give you more insight in the troll creating process!
		There's no unused rooms in trollogue and epitroll.
		Also, come take a look at the bird's nest to the right, just don't disturb the sleeping bird!
		
# Core

TS9_WHATINTROCAR=
		[MADELINE right surprised]
		Intro car?
		What are you doing here?
		[INTROCAR left normal]
		*Car engine noises*

TS9_FAKEBINO=
		[BINO left normal]
		Hi
		[Madeline right normal]
		Hello!

TS9_CAUTIONSPRINGfakeout=
		SPRING!!!

TS9_RANOUTOFTROLLS=
		I didnt have any ideas for rising lava trolls. :(

TS9_UNUSEDROOMSUNLOCKED=
		Unused rooms for {+RadioactiveBluePlatypus_TrollSides_8a} unlocked in checkpoint selection.

TS9_TUTORIAL_CROUCHJUMP= Crouch Jump

TS9_TUTORIAL_GETGOOD= Get Good

TS9_COREPOEM=
		Here it is.
		The core of the {+MOUNTAIN}.
		The end of the Troll Sides, for now at least.
		Thank you so much for everything.
		I dedicate this to those who made this journey worth it.
		To my amazing playtesters,
		To the Celeste community,
		To the Super Mario Maker 2 community,
		To my friends who supported me throughout this journey,
		And to you.
		Thank you for playing.

# Faretroll
TS10_GRANNY_NOTE=
		{anchor left}
		Hello {+MADELINE}.                                                    {n}
		I just wanted to let you know, I renovated {n}
		the moon since the last time you were      {n}
		there. Let me know what you think!             {n}
		From Celia,                                                        {n}
		Your favourite dead gamer {+GRANNY}.           {n}

TS10_MADELINE_NOTEREACTION=
		[MADELINE left upset]
		Aw crap, here we go again.

# I wanted farewell to have a more serious tone at first, kinda based on my own life. A friend of mine did mention that it could be kind of a character regression for Madeline. Also, I realized it was kind of a tone shift compared to the comedy focused dialog in the rest of the mod. I'm gonna make a psychological horror game one day and I'm gonna make this storyline in it instead
TS10_FLYING_TO_THE_MOON_UNUSED=
		[BADELINE right normal]
		It's a beautiful day today.
		[MADELINE left sad]
		It is.
		[BADELINE right upset]
		You look distant, is everything ok?
		[MADELINE left distracted]
		I guess there's a lot on my mind.
		[MADELINE left normal]
		But it doesn't really matter.
		I'll be fine.
		[BADELINE right worried]
		It's just that...
		Lately I feel like you haven't really been...
		[MADELINE left upset]
		...
		What?
		I told you, I'm fine.
		You don't need to nag me about every little thing.
		[BADELINE right worried]
		You haven't been getting out of bed in a while now...
		I'm worried about you.
		[MADELINE left angry]
		I don't need you to tell me that.
		[MADELINE left upset]
		It's nothing. I told you.
		I don't need your help.
		[BADELINE right upset]
		You needed my help last time.
		[MADELINE left upset]
		Last time was 6 years ago.
		I told you already, I don't need your help.
		[BADELINE right sigh]
		Good luck then.
		
TS10_FLYING_TO_THE_MOON=
		[MADELINE left distracted]
		It's a beautiful day today.
		[BADELINE right upset]
		You look distant, is everything ok?
		[MADELINE left scared]
		I'm scared... what if there's anti softlocks? Or hot garbo?
		[BADELINE right worried]
		Oh no that would be bad...
		[MADELINE left scared]
		I know right!
		[MADELINE left determinedclosed]
		...
		[MADELINE left determined]
		No, we can do this.
		[BADELINE right sigh]
		Alright.
		[BADELINE right normal]
		Ready?
		[MADELINE left surprised]
		IS THAT A PUMBER REFERENCE
		

# Following dialog is unused cuz it wasn't as funny as I thought it would be. It was kinda meant to have a Stanley Parable vibe but it turned out to be like the Stanley Parable if you completely removed the charm, wit, and humor.

TS10_PLEASEGOINTHEBUBBLE=
		Hey uhm...
		Can you please just go in that bubble?
		Like, I spent a while on that troll so like it would mean a lot to me if you just didn't ignore it entirely.
		I just think it would be a bummer if someone were to like, completely ignore it.
		Imagine the twitch chat, screaming at you, telling you to go in the bubble! "Go in it I swear it's funny!"
		Aren't you just so curious? Don't you wanna see what's in there?
		Aren't you burning with anticipation? Don't you just wanna see what this bubble is hiding?
		Come on, there's no way you made it this far without dying even once. You have nothing to lose by going in that bubble!
		Go for it!

TS10_PLEASEGOINTHEBUBBLE2=
		Come on, don't you trust me?
		I'm being honest right now! Yes, this is a troll, yes, it will kill you, please go in it anyway.
		Although the more I try to convince you, the more you'll be underwhelmed by it if you do decide to try it.
		The way I'm talking about it, you'd think it's some kind of next level galaxy brain genius troll.
		Whatever, go do whatever you want.
		ONLY IF WHATEVER YOU WANT HAPPENS TO GO IN THAT BUBBLE.
		If you don't wanna go in that bubble, don't do whatever you want.
		Do whatever I want, which is go in that bubble.

TS10_PLEASEGOINTHEBUBBLE3=
		:(

TS10_GOBUBBLEPLEASE=
		Please go in the bubble I spent a lot of time on that troll...
		

TS_EndOfPlaytesting=
		Hi! This is the end for now, thank you so much for playtesting!
		(If you're seeing this and you're not a playtester, I messed up somewhere)
		
TS_UnfinishedRoom=
		Hi! This is a message for you, the playtester.
		I just wanted to say that I haven't finished this room. Please play through it anyway through, and get to the next room.
		There's another cutscene in the room but this one isn't for the playtesters, it will be in the final version of the map. There's also something at the end of the room.
		Playtesting will end when you reach the next room.
		(If you're seeing this and you're not a playtester, I messed up somewhere)

# Other
DifficultyNames=
		Getting to the cat from this checkpoint is: 
		Very easy
		Easy
		Managable
		Medium
		Hard
		{#FF0000}VERY HARD{#}

pico8map_RadioactiveBluePlatypus_TrollSides=
		The Troll Sides