SoftlySnowing_Hypersonic_Hypersonic=Hypersonic

poem_SoftlySnowing_Hypersonic_Hypersonic_A=nyoom

INTRO=There are playbacks available in the binos if ever you're stuck.
      In addition, one key is hidden in every room of this map. There are hints available to help you.
      Spinners outlined with white have setups to pass through them, either for a berry room or for a key. Collect all keys for a reward!

BUNNY_WAVE=Bunnywave

CKICK=Corner Kick

TWISTER=This room requires Archies— Demodashing into a booster to move your hitbox up two pixels.
        The boosters {~}{# F94A4A}into{#}{/~} which you must Archie are indicated by a lime-green tint.
        It is important to note that, when crouched (such as occasionally after a bunnyhop), demodashing is not possible.
        This room has a difficult {~}"Don't Choke"{/~}. It is recommended to practice this with savestates.

RAGTIME=This room requires both regular demodashes and Archies— Demodashing into a booster to move your hitbox up two pixels.
        The boosters {~}{# F94A4A}from{#}{/~} which you must demo are indicated by a lime-green tint.

DEFLAGRATION_01=These pufferfish are modified to give more speed— 325 (the speed of a hyper) instead of the usual 280.
DEFLAGRATION_02=These pufferfish also allow you to buffer a dash immediately after they are detonated. Here, buffer an ultra off of the pufferfish to gain speed, earlier than normal.

SHOCKWAVE_01=These pufferfish (only in this room) increase speed additively.
	     Here, hyper and grounded ultra into the first puffer. The boost should naturally bring you to the second puffer.
             The second puffer will add 325 to your speed rather than setting it to 325. After detonating the puffer, immediately ultra.

SHOCKWAVE_02=These pufferfish also redirect speed. Here, reverse hyper and quickly dash up left into the puffer. It will preserve your speed.
	Then, immediately ultra. Make sure to get the pufferfish boost by turning right before detonating the pufferfish.
        Also ensure, when applying this technique, that your dash does not end before touching the pufferfish; otherwise, a lot of speed is lost.
	You can practice the previous section (or give up on this strawberry) by entering the right outlined area.

SHOCKWAVE_03=You can practice the previous section (or give up on this strawberry) by entering the left outlined area.

THEO_MEET=
  [THEO right worried]
  Oh god, {# F94A4A}{savedata Name}{#}, you're here. Please help, I've been stuck here in this crystal for so long, I'm going crazy!

  [MADELINE left upset]
  Theo, don't you think this trope has been overplayed in maps?

  [THEO right worried]
  What? What do you mean? Please, {# F94A4A}{savedata Name}{#}, I'm starting to see things that aren't there—

  [MADELINE left sad]
  You know, the trope of Theo appearing in the final few rooms and the short token cutscene of me being like "Oh, Theo, what are you doing here?"

  [THEO right worried]
  No. This can't be\.\.\.

  [THEO right serious]
  This isn't happening— You're not real. You're not {# F94A4A}{savedata Name}{#}. I can't escape this place. I'll be here forever.

  [MADELINE left distracted]
  Let's just end this cutscene so we can get on with the gameplay.

REDUNDANCY=Theo cannot be held while crouching.
           Both crouch jumps to release Theo and uncrouched jumps to keep Theo are intended in this room (at varying points).
           Note that jumps inputted during the freezeframes when picking up Theo are not registered. {~}This will be used in a future room\.\.\.

HYPERSONIC={~}I hope you're ready for some backboosting~{/~}
           When enough speed is amassed, Madeline should be on the right half or completely off of the screen.
           This room's final speedchain is difficult. It is recommended to practice it with savestates.

INTRO_HINT=The key is directly below the start.

SYNCHRONIZATION_HINT=Ride Kevin on his return journey and align yourself with the spikes (twice).

RAGTIME_HINT=The solution involves reform tech and two kinds of "bubbles".

ELEVATION_HINT=Follow the upward moveblock.

TWISTER_HINT=Setup a pixel-perfect non-demo dash.

ALIGNMENT_HINT=Free Kevin and ride right. Force yourself through to the key.

ROUNDABOUT_HINT=Rightward gultra through spinners. Buffering inputs allows for pixel-perfection.

GUARDIAN_HINT=Kevin is the key.

DEFLAGRATION_HINT=Revisit the basics. Only expert tech is needed.

SHOCKWAVE_HINT=Collect the touch switch to the right of the bino at the end of the tutorials.
               Then think backwards. Careful which touch switches you collect.

DETONATION_HINT=Amass enough on the leftward speed chain to return to the start.

TUNNELING_HINT=rcb.

INDETERMINACY_HINT=
  [THEO right thinking]
  Theo saves the day again.

REDUNDANCY_HINT=Hyper and gultra from the right side of the room.

SIMULTANEITY_HINT=Kidnap Theo and drop him into a hole to hit the switch near the bottom of the room.

HYPERSONIC_HINT=Clip and bump.

ULTRARELATIVITY=The end of this room requires spamming dashes at very high speed.
		It is recommended to bind at least three dash/demo keys.
                Also you have been given 200 stamina. Good luck!

CREDITS=Special thanks to SuperLan11 for the playtesting and the {~}39-page feedback doc!{/~} If you enjoyed this map, make sure to play Supersonic (no relation).
        Thanks to u/i_exist_or_something for playtesting and the creators of all the helpers I’m using!
        The BGM you're hearing now is Scan Lines from the OMORI: REVERIE OST by Casac. Thanks to him for letting me use his music.
        Thanks to the SJ team for the gameplay and deco inspiration, especially Todd & Cabob, xlibiza, bryse0n, Meario and many more!
        All gameplay and all non-vanilla art was done by me, SoftlySnowing.
        And of course, thanks to you for playing!