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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
<head>
<title>Super Mario War Readme</title>
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<body>
<img src="gfx/docs/splash.png">
<div id="content">
<h1>Super Mario War 1.7 April Fools Edition - ReadMe</h1>
<p>2004-2007 (c) Florian Hufsky, Two52, and many others.<br/>
Last ReadMe update: 26 March 2007<br/><br/>
<a href="http://smw.72dpiarmy.com">Official Super Mario War Website</a><br/>
<a href="http://forum.72dpiarmy.com">Official Super Mario War Forums</a><br/>
<a href="http://smwstuff.com">Official Fan-Made Content Website</a></p>
<h2>Hey!</h2>
<div>
<p>
This is the (outdated) version of the manual from our last major release. I'm still working on
the manual for this release - you can see the current draft in the readme_new.txt file that came
with this version.
</p>
</div>
<h2>April Fools Edition</h2>
<div>
<p>
The April Fools Edition of Super Mario War is based on the 1.7 release. It contains a handful
of bug fixes, but more importantly, it is full of secret features. There are more than 20
features hidden within ranging from special moves for players and powerups to new items to well,
you'll just have to find out.
</p>
<p>
There is a contest at <a href="http://forum.72dpiarmy.com">http://forum.72dpiarmy.com</a> to see who
can unlock the most hidden features. The contest winner will be awarded special forum status and
a badge on the splash screen for next release of SMW! So keep checking the forums for the latest
codes and unlocked features forum members have found!
</p>
</div>
<h2>A quick note</h2>
<div>
<p>
If you have problems opening the Readme Sections in IE, you should disable the automatic disabling
of Javascript. (If you're having problems, a security notice probably popped up somewhere in your
window.) Even better, <a href="http://www.getfirefox.com">try an alternate browser!</a>
</p>
<p>
Super Mario War was developed by Florian Hufsky, Two52 and many more contributors. For
a complete list of all these wonderful people, please see the file THANKS.txt which was included
in this distribution. A list of changes to the game can also be found in WHATSNEW.txt, which
should be in the same place.
</p>
<p>
If you create a map or some other content that you would like to share, or if you would like to share your
comments in general, please visit the <a href="http://smw.72dpiarmy.com">Super Mario War website</a>
and post a message in our <a href="http://forum.72dpiarmy.com">forums</a>. New content is posted all the
time, and your feedback and user-content is always welcome and appreciated, so please come visit!
</p>
<p>
Also, we have an official outlet for fan-made content like maps, music packs, skins, announcers,
etc. Head on over to the <a href="http://smwstuff.com">Super Mario War Stuff</a> website. It's full
of the latest content released by fans of the game. Don't like how the menu looks? Try downloading
a new menu pack! Tired of playing the same maps over and over? There are hundreds more available!
More skins? We've got tons! Need somewhere to post content of your own? That's what it's there for!
Take a moment and check it out!
</p>
<p>
Oh, and one other little note: for the most part, this manual was written for use with the PC version
of Super Mario War. Some things are different on the Xbox version. If there is anything
important that we missed documenting that specifically applies to the Xbox version, please let us
know on the forums and we'll add it to this manual. Of course, if there's anything pertaining to
both versions that we've missed, you should let us know about that, too!
</p>
</div>
<h2 id="gs_"><a href="javascript:toggleIt('gs')">Getting Started [click to view]</a></h2>
<div id="gs" class="leftbar" style="display: none;">
<p><img src="gfx/docs/ss01.png"></p>
<p>
Super Mario War is a game for up to four players with many different modes of play. The basic
goal of the game is to be the last player standing, and to accomplish this goal you must jump
on your opponents' heads to kill them. There are many Mario-themed items you can use to help
you kill your opponents, as well. In addition, there are several variations on this basic
gameplay mechanic which you can try, such as Chicken, Capture The Flag, and so on. Plus, for
those who enjoy customization, there are several aspects of the game which you can tweak to
your liking through the Options menus, and if you like, you can make your own maps, skins, and
other custom content to use (or download others' to use), too!
</p>
<p>
This section of the manual explains how to navigate the game's menus, and contains a short
explanation of Tournaments and Tours as well. Please note that all of the controls listed in
this section are defaults, and can be reconfigured if you like.
</p>
<h3>The Main Menu</h3>
<p><img src="gfx/docs/ss02.png"></p>
<p>
From this menu, you can access everything else in the game.
<li><b>Start</b> will take you to the Team and Character Selection screen (see below).
<li><b>Players</b> allows you to change players between Player (human), Bot (computer), and
None. You can't have less than two players active at any one time.
<li><b>Match</b> allows you to select Single Game, Tournament 2 through 10, or any Tours you
have on your machine. See Tournaments and Tours, below.
<li><b>Options</b> takes you to the Options menu. For more information, check its section
towards the end of this manual.
<li><b>Controls</b> lets you configure the players' control schemes to your liking. For more
info, check the Controls section of this manual.
<li><b>Exit</b> causes the game to exit.
</p>
<h3>Team and Character Selection</h3>
<p><img src="gfx/docs/ss03.png"></p>
<p>
From this screen, you can configure who is using which character and is on which team.
<li>You can select what character you'd like to be, out of all the skins you have on your
machine, with Up and Down.
<li>You can select what team you want to be on with Left and Right.
<li>If you want to have the game select a skin for you at random, press Up and Down together
(or if using a joystick, press the Random button).
<li>If you want to have a different random skin at the beginning of each match, without being
able to see it beforehand, press Left and Right together (or with a joystick, press the
Fast-Scroll and Random buttons together), which will change your skin into a flashing letter R.
<li>Press your Turbo key to lock in your selection, unless you're Player 1, who uses Enter.
(If you're using a joystick, press Jump to lock in your selection, no matter which player you
are.)
</br>After all players have locked in, you can press Enter on this screen to go to the Game
Selection screen.
</p>
<h3>Game Selection</h3>
<p><img src="gfx/docs/ss04.png"></p>
<p>
From this menu, you can select your game mode, select the map you wish to use, change various
mode settings, and tag your maps for easy selection. (When playing a Tour, all options on
this screen, besides Start, are disabled.)
<li><b>Start</b> starts the game.
<li><b>Mode</b> allows you to change game modes. For info on these, please refer to the Game
Modes section of this manual.
<li><b>Lives/Kills/Time/Etc.</b> allows you to change the current game mode's basic parameter
(i.e. the game length).
<li><b>Map</b> allows you to change the map you want to use. You can press Left or Right to
pick another map, or hold Left Shift and press Left or Right to go forward or backward 10
maps at a time. Or you can repeatedly press a letter or a number to cycle through maps whose
names start with it.
<li><b>Filters</b> allows you to select maps that only meet certain criteria. You can select
one or more categories (such as whether or not the map contains moving platforms) and the
game will only give you maps that meet all the criteria established. The bottom category,
Simple, can be used as a custom filter by selecting the green question mark icon, which will
give you a thumbnail view (see below) of all the maps. From there, maps can be toggled on
(signified by a little coin) and off.
<li><b>Thumbs</b> allows you to view many maps at once with a "thumbnail"-style view. To
view other pages, scroll up or down off the screen, or hold Left Shift and press Up or Down.
</p>
<h3>Playing the Game</h3>
<p><img src="gfx/docs/ss05.png"> <img src="gfx/docs/ss06.png"></p>
<p>
The main goal of the game is to stomp on your opponents' heads to kill them, although depending
on the map you're playing on, you may be able to kill them in other ways, such as with items.
There may also be additional rules or a different way of winning, depending on the mode you are
playing; for information on these, you can check the Game Modes section of this manual. For
information on the controls you'll be using to play the game, check out the section on Controls,
below. And to learn about the different items and map elements you can use to turn the tables on
your opponents, take a look at the Items and Special Blocks sections, towards the middle of the
manual.
</p>
<h3>Tournaments and Tours</h3>
<p><img src="gfx/docs/ss07.png"> <img src="gfx/docs/ss08.png"></p>
<p>
In a Tournament, players play games until one player has amassed a certain number of wins.
The number of the Tournament determines how many wins are required (so, if you pick Tournament
4, you have to win four times). Each time a player wins, they will receive an icon on the
scoreboard (first picture, above). This icon will be representative of the mode played.
</p>
<p>
In a Tour, players play a series of predetermined games ("tour stops"). At the end of each
game, players receive points based on how well they placed, and icons will be displayed on
the scoreboard (second picture, above) to show just how each player placed in that round.
Tours can be created by making a text file in the game's Tours subdirectory, following the
correct format (check out simple.txt for more info). It is possible to designate how valuable
each individual tour stop is (this information is displayed along the top of the scoreboard -
see the screenshot), as well as which tour stops grant a bonus item to the winner.
</p>
<p>
At the end of a Tournament, or after every game within the Tournament if that option is set
(see the Options section towards the end of this manual), the winner will get a chance to
spin the bonus wheel to acquire an item that they can use in the next game or games. However,
in Tours, the bonus wheel will only appear in places where the tour's creator designates it,
regardless of any current settings. Tour stops with this opportunity are represented on the
scoreboard as small winged yellow boxes.
</p>
</div>
<h2 id="c_"><a href="javascript:toggleIt('c')">Controls [click to view]</a></h2>
<div id="c" class="leftbar" style="display: none;">
<h3 id="pck_"><a href="javascript:toggleIt('pck')">PC - Keyboard [click to view]</a></h3>
<div id="pck" style="display: none;">
<p>
The following are the default controls. Controls can be configured within the
Controls menu, accessible from the main menu. From there, you can also switch
your input devices to joysticks (see the next section for information on joystick
controls).
</p>
<h4>Game controls</h4>
<div>
<table>
<tr class="borderbottom"><td class="borderright"> </td>
<td>Player 1</td>
<td>Player 2</td>
<td>Player 3</td>
<td>Player 4</td>
</tr>
<tr><td class="borderright">Left</td>
<td>Left Arrow</td>
<td>A</td>
<td>G</td>
<td>L</td>
</tr>
<tr><td class="borderright">Right</td>
<td>Right Arrow</td>
<td>D</td>
<td>J</td>
<td>'</td>
</tr>
<tr><td class="borderright">Jump</td>
<td>Up Arrow</td>
<td>W</td>
<td>Y</td>
<td>P</td>
</tr>
<tr><td class="borderright">Down</td>
<td>Down Arrow</td>
<td>S</td>
<td>H</td>
<td>;</td>
</tr>
<tr><td class="borderright">Turbo</td>
<td>R. Ctrl</td>
<td>E</td>
<td>U</td>
<td>[</td>
</tr>
<tr><td class="borderright">Use Item</td>
<td>R. Shift</td>
<td>Q</td>
<td>T</td>
<td>O</td>
</tr>
<tr><td class="borderright">Pause</td>
<td>Enter</td>
<td>n/a</td>
<td>n/a</td>
<td>n/a</td>
</tr>
<tr><td class="borderright">Exit</td>
<td>Esc</td>
<td>n/a</td>
<td>n/a</td>
<td>n/a</td>
</tr>
</table>
<p>
<li>Press <b>Left</b> or <b>Right</b> to move left or right.
<li>Press <b>Jump</b> to jump. Press <b>Down</b> to jump down through
certain platforms.
<li>Press <b>Turbo</b> to fire your weapon or to explode if you are a
Bob-Omb. Hold <b>Turbo</b> and press <b>Left</b> or <b>Right</b> to run.
While running, you can pick up shells and blue blocks that are not moving.
To throw these items forward, release the Turbo key. To drop shells
without throwing them, hold <b>Down</b> and release the Turbo key.
<li>Press <b>Use Item</b> to use whatever item is stored in your Item
box. For more information on items, see their section below.
<li>Press <b>Pause</b> to pause the game. Press it a second time
to resume.
<li>Press <b>Exit</b> to pause the game and bring up a dialog box. From
there, you can either resume play or quit the game and return to the Game
Selection menu.
<li>Once the game has ended and the victory fanfare has played, pressing
either <b>Pause</b> or <b>Exit</b> will exit the game and return you to
the Game Selection menu (or to the Scoreboard if in a Tournament or a Tour).
</p>
</div>
<h4>Menu controls</h4>
<div>
<table>
<tr class="borderbottom"><td class="borderright"> </td>
<td>Player 1</td>
<td>Player 2</td>
<td>Player 3</td>
<td>Player 4</td>
</tr>
<tr><td class="borderright">Up</td>
<td>Up Arrow</td>
<td>W</td>
<td>Y</td>
<td>P</td>
</tr>
<tr><td class="borderright">Down</td>
<td>Down Arrow</td>
<td>S</td>
<td>H</td>
<td>:</td>
</tr>
<tr><td class="borderright">Left</td>
<td>Left Arrow</td>
<td>A</td>
<td>G</td>
<td>L</td>
</tr>
<tr><td class="borderright">Right</td>
<td>Right Arrow</td>
<td>D</td>
<td>J</td>
<td>'</td>
</tr>
<tr><td class="borderright">Select</td>
<td>Enter</td>
<td>E</td>
<td>U</td>
<td>[</td>
</tr>
<tr><td class="borderright">Cancel</td>
<td>Escape</td>
<td>Q</td>
<td>T</td>
<td>O</td>
</tr>
<tr><td class="borderright">Random</td>
<td>Space Bar</td>
<td>n/a</td>
<td>n/a</td>
<td>n/a</td>
</tr>
<tr><td class="borderright">Fast Scroll</td>
<td>L. Shift</td>
<td>n/a</td>
<td>n/a</td>
<td>n/a</td>
</tr>
</table>
<p>
<li>Only Player 1's menu controls may be used in most menus.
<li>Use <b>Up</b>, <b>Down</b>, <b>Left</b>, and <b>Right</b> to navigate
through menu choices, map thumbnails, etc.
<li>Press <b>Select</b> to select options and confirm choices.
<li>Press <b>Cancel</b> to return to the previous menu.
<li>To change a configurable choice, highlight it and press <b>Select</b>.
Use <b>Left</b> or <b>Right</b> to cycle between available options, or
press <b>Random</b> to have the computer select an available option at
random. Press <b>Select</b> or <b>Cancel</b> to lock in your selection.
When using a slider, like the ones on the Item Selection screen, you can
also hold <b>Fast Scroll</b> and press <b>Left</b> or <b>Right</b> to jump
from to one end or the other.
<li>On the main menu, to change player settings, press <b>Left</b> or
<b>Right</b> to select a player, and <b>Up</b> or <b>Down</b> to change
between Player, Bot, and Off.
<li>On the Player Select screen, press <b>Up</b> or <b>Down</b> to select
a skin to use. Press <b>Left</b> or <b>Right</b> to select the team you
want to be on. Press <b>Select</b> to lock in your choice. If you want
to cancel your selection and pick something else, press <b>Cancel</b>.
Once everyone has locked in their choices, have Player 1 press
</b>Select</b> to advance to the Game Select menu.
<li>When selecting a skin, press <b>Up</b> and <b>Down</b> together to
have the computer pick one for you at random. Press <b>Left</b> and
<b>Right</b> together to make the computer pick a skin for you at random
at the beginning of each round, even in the middle of a Tournament or Tour.
<li>When selecting a map, hold <b>Fast Map</b> and press <b>Left</b> or
<b>Right</b> to go 10 maps at a time. When viewing maps by thumbnails,
hold <b>Fast Scroll</b> and press <b>Up</b> or <b>Down</b> to quickly scroll
through pages.
</p>
</div>
</div>
<h3 id="pcj_"><a href="javascript:toggleIt('pcj')">PC - Joystick [click to view]</a></h3>
<div id="pcj" style="display: none;">
<p>
When using joysticks, it is important to note that there are a couple of
differences in some basic controls. It is also important to note that the
default settings for inputs are, most likely, <i>not</i> the ones you want,
since every joystick internally numbers and names its buttons differently
(for example, on Joystick A, "button 1" might be the A button, whereas on
Joystick B it's the left trigger). So when you set the game up to use a
joystick, be sure to configure the buttons to something you like. (For this
reason, the default controls will not be listed here.)
</p>
<p>
The following are the changes to the controls when using a joystick. For
information on controls not listed here, see the Keyboard section.
</p>
<p>
<li>In-game, to jump down through platforms, you have to hold <b>Down</b> and
press <b>Jump</b>, instead of just pressing Down.
<li>All players with joysticks have <b>Random</b> and <b>Fast Map</b> menu
controls. In addition, all players with joysticks have control in menus, not
just Player 1.
<li>When selecting skins, to have the game select one at random, you must press
<b>Random</b> instead of Up and Down together. Similarly, instead of pressing
Left and Right toegether to get a random skin for each match, you have to hold
<b>Fast Map</b> and press <b>Random</b>.
</p>
</div>
<h3 id="xbox_"><a href="javascript:toggleIt('xbox')">Xbox [click to view]</a></h3>
<div id="xbox" style="display: none;">
<p>
When playing on the Xbox, each player is "locked in" to their joystick - in other
words, Player 1 will always use the joystick plugged into the first port, etc.
</p>
<p>
The following are the default controls. All controls can be reconfigured via the
Controls menu, accessible from the main menu.
</p>
<h4>Game controls</h4>
<div>
<table>
<tr class="borderbottom"><td class="borderright"> </td>
<td>All Players</td>
</tr>
<tr><td class="borderright">Left</td>
<td>Left (D-Pad)</td>
</tr>
<tr><td class="borderright">Right</td>
<td>Right (D-Pad)</td>
</tr>
<tr><td class="borderright">Jump</td>
<td>A</td>
</tr>
<tr><td class="borderright">Down</td>
<td>Down (D-Pad)</td>
</tr>
<tr><td class="borderright">Turbo</td>
<td>X</td>
</tr>
<tr><td class="borderright">Use Item</td>
<td>Y</td>
</tr>
<tr><td class="borderright">Pause</td>
<td>Start</td>
</tr>
<tr><td class="borderright">Exit</td>
<td>Back</td>
</tr>
</table>
<p>
<li>Press <b>Left</b> or <b>Right</b> to move left or right.
<li>Press <b>Jump</b> to jump. Hold <b>Down</b> and press <b>Jump</b> to
jump down through certain platforms.
<li>Press <b>Turbo</b> to fire your weapon or to explode if you are a
Bob-Omb. Hold <b>Turbo</b> and press <b>Left</b> or <b>Right</b> to run.
While running, you can pick up shells and blue blocks that are not moving.
To throw these items forward, release the Turbo key. To drop shells
without throwing them, hold <b>Down</b> and release the Turbo key.
<li>Press <b>Use Item</b> to use whatever item is stored in your Item
box. For more information on items, see their section below.
<li>Press <b>Pause</b> to pause the game. Press it a second time
to resume.
<li>Press <b>Exit</b> to pause the game and bring up a dialog box. From
there, you can either resume play or quit the game and return to the Game
Selection menu.
<li>Once the game has ended and the victory fanfare has played, pressing
either <b>Pause</b> or <b>Exit</b> will exit the game and return you to
the Game Selection menu (or to the Scoreboard if in a Tournament or a Tour).
</p>
</div>
<h4>Menu controls</h4>
<div>
<table>
<tr class="borderbottom"><td class="borderright"> </td>
<td>All Players</td>
</tr>
<tr><td class="borderright">Up</td>
<td>Up (D-Pad)</td>
</tr>
<tr><td class="borderright">Down</td>
<td>Down (D-Pad)</td>
</tr>
<tr><td class="borderright">Left</td>
<td>Left (D-Pad)</td>
</tr>
<tr><td class="borderright">Right</td>
<td>Right (D-Pad)</td>
</tr>
<tr><td class="borderright">Select</td>
<td>A</td>
</tr>
<tr><td class="borderright">Cancel</td>
<td>Back</td>
</tr>
<tr><td class="borderright">Random</td>
<td>X</td>
</tr>
<tr><td class="borderright">Fast Scroll</td>
<td>Y</td>
</tr>
</table>
<p>
<li>Use <b>Up</b>, <b>Down</b>, <b>Left</b>, and <b>Right</b> to navigate
through menu choices, map thumbnails, etc.
<li>Press <b>Select</b> to select options and confirm choices.
<li>Press <b>Cancel</b> to return to the previous menu.
<li>To change a configurable choice, highlight it and press <b>Select</b>.
Use <b>Left</b> or <b>Right</b> to cycle between available options, or
press <b>Random</b> to have the computer select an available option at
random. Press <b>Select</b> or <b>Cancel</b> to lock in your selection.
When using a slider, like the ones on the Item Selection screen, you can
also hold <b>Fast Scroll</b> and press <b>Left</b> or <b>Right</b> to jump
from to one end or the other.
<li>On the main menu, to change player settings, press <b>Left</b> or
<b>Right</b> to select a player, and <b>Up</b> or <b>Down</b> to change
between Player, Bot, and Off.
<li>On the Player Select screen, press <b>Up</b> or <b>Down</b> to select
a skin to use. Press <b>Left</b> or <b>Right</b> to select the team you
want to be on. Press <b>Select</b> to lock in your choice. If you want
to cancel your selection and pick something else, press <b>Cancel</b>.
Once everyone has locked in their choices, press </b>Select</b> to advance
to the Game Select menu.
<li>When selecting a skin, press <b>Random</b> to have the computer pick
one for you at random. Hold <b>Fast Scroll</b> and press <b>Random</b> to
make the computer pick a skin for you at random at the beginning of each
round, even in the middle of a Tournament or Tour.
<li>When selecting a map, hold <b>Fast Scroll</b> and press <b>Left</b> or
<b>Right</b> to go 10 maps at a time. When viewing maps by thumbnails,
hold <b>Fast Scroll</b> and press <b>Up</b> or <b>Down</b> to quickly scroll
through pages.
</p>
</div>
</div>
</div>
<h2 id="gm_"><a href="javascript:toggleIt('gm')">Game Modes [click to view]</a></h2>
<div id="gm" class="leftbar" style="display: none;">
<p>
There are many different ways to play Super Mario War. Each one is a little different
than all the others, and each one requires different strategies. In addition, some modes
have additional options that you can use to customize your game further. In the listings
of possible options below, the defaults are shown in bold.
</b>
<p>
An option common to all modes (and subsequently not listed under each one) is the ability
to set the basic parameter to "Unlimited", or Free Play.
</p>
<h3><img src="gfx/docs/m01.png"> Classic</h3>
<p>
This is the original Mario War game where each player starts with X lives and the last
player with any lives left is the winner. Touching a hazard (such as spikes) causes
you to lose a life; collecting a 1UP mushroom gives you an extra life.
</p>
<p>Basic Parameter: <b>Lives</b> (5 to 100 by 5s, <b>10</b> default)</p>
<p>Additional Parameters: None</p>
<h3><img src="gfx/docs/m02.png"> Frag Limit</h3>
<p>
This is the standard frag limit game where the first player to kill X players
wins. Dying on a hazard causes you to lose a frag; collecting a 1UP mushroom
gives you an extra frag.
</p>
<p>Basic Parameter: <b>Kills</b> (5 to 100 by 5s, <b>20</b> default)</p>
<p>Additional Parameters: None</p>
<h3><img src="gfx/docs/m03.png"> Time Limit</h3>
<p>
This is a timed game played to the number of seconds you select. The player
with the most frags at the end of this time is the winner. Dying on a hazard
causes you to lose a frag; collecting a 1UP mushroom gives you an extra frag.
</p>
<p>Basic Parameter: <b>Time</b> (30 to 600 by 30s, <b>60</b> default)</p>
<p>Additional Parameters: None</p>
<h3><img src="gfx/docs/m04.png"> Jail</h3>
<p>
This mode is similar to Frag Limit, but with a couple of modifications.
Each player you kill in this mode will spawn in jail. When a player is in jail,
their movement is slowed down and their jumping ability is hampered. If all the
players on other teams are jailed, you earn extra points and everyone (both on your
team and other teams) is freed. (This bonus is disabled in a 1v1 match, however,
due to complete pointlessness.) If a player on your team tags you while in jail,
you are freed. You are also freed if you spend enough time in jail.
</p>
<p>Basic Parameter: <b>Kills</b> (5 to 100 by 5s, <b>20</b> default)</p>
<p>Additional Parameters:
<li><b>Free Timer</b> (# of seconds to get out of jail): None, 5, 10, 15, <b>20</b>, 25, 30, 35, 40, 45, 50, 55, 60
<li><b>Tag Free</b> (whether you can tag your teammates to free them): <b>On</b>, Off
</p>
<h3><img src="gfx/docs/m05.png"> Coin Collection</h3>
<p>
This game isn't about killing other players, it is about collecting coins. One or more
coins will appear somewhere on the map. If someone grabs a coin, or if nobody can get to
one within a certain amount of time, a new one will appear somewhere else. The first
player to collect X coins wins. Whether dying has an effect can be set in this mode's
optins, and collecting a 1UP counts as collecting a coin.
</p>
<p>Basic Parameter: <b>Coins</b> (5 to 100 by 5s, <b>20</b> default)</p>
<p>Additional Parameters:
<li><b>Penalty</b> (whether there is a -1 penalty for death): On, <b>Off</b>
<li><b>Quantity</b> (how many coins will appear at once): <b>1</b>, 2, 3, 4, 5
</p>
<h3><img src="gfx/docs/m06.png"> Stomp</h3>
<p>
In this mode, Goombas, Cheep Cheeps, and Koopas will randomly spawn; the goal is to
stomp or shoot as many as you can. The first player to kill X enemies wins. Stomping
other players does nothing; neither does getting killed on hazards. Collecting a 1UP
counts as an extra kill.
</p>
<p>Basic Parameter: <b>Kills</b> (10 to 200 by 10s, <b>10</b> default)</p>
<p>Additional Parameters:
<li><b>Rate</b> (how often, in general, enemies appear): Very Slow, Slow, <b>Moderate</b>, Fast, Very Fast
<li><b>Goomba, Koopa, and Cheep Cheep Sliders</b> (comparative rates of each enemy appearing): 0 to 10 each (defaults of 1, 1, and 2 respectively)
</p>
<h3><img src="gfx/docs/m07.png"> Yoshi's Eggs</h3>
<p>
In this mode, a Yoshi and a bouncy little green-spotted egg will randomly spawn. Players
can pick the egg up by holding the Turbo button and bring it back to Yoshi to
gain a point. The first person to return X eggs to Yoshi wins the game. If you die,
of course, you will lose the egg; collecting a 1UP gives you an additional point. If the
egg is not grabbed for a long enough period of time, it will move to another random location.
</p>
<p>Basic Parameter: <b>Eggs</b> (5 to 100 by 5s, <b>20</b> default)</p>
<p>Additional Parameters: None</p>
<h3><img src="gfx/docs/m08.png"> Capture The Flag</h3>
<p>
In this mode, each team has a base and a flag. The goal is to protect your flag from being
stolen and at the same time steal other teams' flags and bring them back to your base. The
first team to return X enemy flags to their base wins. You can also bring your own flags
back to your base if you can retrieve them from an opponent. Collecting a 1UP counts as having
collected an enemy flag; dying in any way has no effect on your score.
</p>
<p>Basic Parameter: <b>Flags</b> (5 to 100 by 5s, <b>20</b> default)</p>
<p>Additional Parameters:
<li><b>Speed Slider</b> (for adjusting the speed of the bases' movement): 0 to 8 (default of 0)
<li><b>Touch Return</b> (whether you can return your own flag to base just by touching it): On, <b>Off</b>
<li><b>Point Move</b> (whether your base moves after you score): <b>On</b>, Off
<li><b>Auto Return</b> (seconds before your flag returns itself): None, 5, 10, 15, <b>20</b>, 25, 30, 35, 40, 45, 50, 55, 60
</p>
<h3><img src="gfx/docs/m09.png"> Chicken</h3>
<p>
In this mode, the first person to kill another person will turn into the chicken.
The player that is the chicken will constantly rack up points. The first player to
X points wins. Dying on spikes will cause you to stop being the chicken, if you are;
collecting a 1UP mushroom will give you 10 points no matter who you are. Killing
another player while you're the chicken will also give you a bonus of 5 points.
</p>
<p>Basic Parameter: <b>Points</b> (50 to 1000 by 50s, <b>200</b> default)</p>
<p>Additional Parameters:
<li><b>Show Target</b> (whether an extra crosshair is displayed around the chicken): <b>On</b>, Off
</p>
<h3><img src="gfx/docs/m10.png"> Tag</h3>
<p>
Tag is essentially the opposite of Chicken mode. At the start, one player will randomly
be chosen as the tagged player (they will turn bright green with a white border).
It is the job of the tagged one to kill (or touch) somebody else to transfer the tag.
The tagged player gets a speed boost to help him catch the other players. When
you're the tagged player, you'll constantly be losing points. When you hit 0,
you are removed from the game and the player with the highest points will then
become tagged. Being killed or killing yourself takes 5 points off your score
and collecting a 1UP mushroom restores 10 points.
</p>
<p>Basic Parameter: <b>Points</b> (50 to 1000 by 50s, <b>200</b> default)</p>
<p>Additional Parameters:
<li><b>Touch Tag</b> (whether you can transfer the tag by just touching): <b>On</b>, Off
</p>
<h3><img src="gfx/docs/m11.png"> Star</h3>
<p>
In this mode, there will either be a Ztar or a Shine, depending on how the options are set.
One player will be designated to be the owner of this object, and if other players touch it,
they will steal the object's ownership status. There is also a timer that gradually counts
down.
<li>If the object in play is a Ztar, whoever has it when the clock hits 0 will lose a life.
The clock will reset, and the same person will own the Ztar next time. Once a player is
eliminated, the Ztar will go to the next player who has the most lives remaining (chosen at
random if there is a tie). If you own the Ztar, you should try to hit other people with it
(either by tagging or by throwing) so that they will take ownership.
<li>If the object in play is a Shine, whoever <i>doesn't</i> have it when the clock hits 0
will lose a life. The clock will reset, and the Shine will change owners to whoever has the
least number of lives remaining (chosen at random if there is a tie). If you own the Shine,
you should try to keep it away from other players so that they can't take ownership.
<li>In either case, if the object in play stays out of its owner's hands for too long, it will
warp right to them so they can start using it/keeping it away again.</br>
</br>Dying in any way other than from the countdown ending has no effect on your score.
It's also important to know that in this mode, since the number of lives you start with is
quite small, and extra lives are very valuable, 2UPs and 3UPs are only worth 1 extra life,
and 5UPs are worth only 2.
</p>
<p>Basic Parameter: <b>Lives</b> (1 to 20, <b>5</b> default)</p>
<p>Additional Parameters:
<li><b>Time</b> (# of seconds on the timer): 5, 10, 15, 20, 25, <b>30</b>, 35, 40, 45, 50, 55, 60
<li><b>Star Type</b> (which object is used): <b>Ztar</b>, Shine
</p>
<h3><img src="gfx/docs/m12.png"> Domination</h3>
<p>
This mode is like the domination mode from many FPSs. There will be several bases
randomly placed around the map and it is the goal to control as many of them as possible.
You control them by tagging them. The more you control, the faster you accumulate points;
the first player to accumulate X points wins. Additionally, every so often the bases will
automatically relocate themselves to new, random positions. Collecting a 1UP gives you 10
points; what happens when you die (by any means) can be set in this mode's options.
</p>
<p>Basic Parameter: <b>Points</b> (50 to 1000 by 50s, <b>200</b> default)</p>
<p>Additional Parameters:
<li><b>Quantity</b> (the number of bases that appear): 1 to 10, # Players - 1, # Players,
<b># Players + 1</b>, # Players + 2 to 6, 2x Players - 3 to 1, 2x Players, 2x Players + 1 or 2
<li><b>Relocate</b> (time between relocations): Never, 5, 10, 15, <b>20</b>, 25, 30, or 45 seconds,
1, 1.5, 2, 2.5, or 3 minutes
</br>On Death:</br>
<li><b>Lose Bases</b> (whether your bases reset to neutral): <b>On</b>, Off
<li><b>Move Bases</b> (whether your bases move): On, <b>Off</b>
<li><b>Steal Bases</b> (whether your bases are taken by who killed you): On, <b>Off</b>
</p><p>
<li>Steal Bases overrides Lose Bases when it is on.
</p>
<h3><img src="gfx/docs/m17.png"> King Of The Hill</h3>
<p>
In this mode there is a small zone, "the hill," designated by a chainlink fence design. While
your team is the only one with players in this zone, you have control of the hill; its border
will change to your team's color and your team will gain points at a constant rate. However,
the hill will occasionally relocate itself to a new, random position. First team to X points
wins. Collecting a 1UP grants 10 points; dying does not affect your score.
</p>
<p>Basic Parameter: <b>Points</b> (50 to 1000 by 50s, <b>200</b> default)</p>
<p>Additional Parameters:
<li><b>Size</b> (size of the scoring zone): 2x2, <b>3x3</b>, 4x4, 5x5
<li><b>Relocate</b> (time between relocations): Never, 5, 10, 15, <b>20</b>, 25, 30, or 45 seconds,
1, 1.5, 2, 2.5, or 3 minutes
</p>
<h3><img src="gfx/docs/m13.png"> Race</h3>
<p>
In this mode, you must race around the map tagging moving targets in numerical order
(you must tag "1" first, then "2", and so on). As you tag targets, your team indicator
will appear on them. Once you tag all the numbered targets, head to the finish line (the
checkered flag) to score a point. Collecting a 1UP gives you one extra lap; the penalty
for dying can be configured in this mode's options. (It should be noted that in Race mode,
2UPs and 3UPs are only worth 1 extra lap, and 5UPs are worth only two, due to the usual
small size of the goal score.)
</p>
<p>Basic Parameter: <b>Laps</b> (5 to 100 by 5s, <b>10</b> default)</p>
<p>Additional Parameters:
<li><b>Quantity</b> (the number of targets, including the checkered flag): 2, 3, <b>4</b>, 5, 6, 7, 8
<li><b>Speed</b> (how fast the targets move): Very Slow, Slow, <b>Moderate</b>, Fast, Very Fast
<li><b>Penalty</b> (what you lose when you die): None, One Goal, <b>All Goals</b>
</p>
<h3><img src="gfx/docs/m14.png"> Owned</h3>
<p>
This mode is similar to Domination, except the players are your targets. Each
player that you kill will spawn with a circle of your color behind them. For
every player you have "Owned", the faster you accumulate points. If you are
killed, you lose all your owned players. Collecting a 1UP gives you 10 points.
Also, if you kill one of the players you already own, you will receive an extra
5 points.
</p>
<p>Basic Parameter: <b>Points</b> (50 to 1000 by 50s, <b>200</b> default)</p>
<p>Additional Parameters: None</p>
<h3><img src="gfx/docs/m15.png"> Frenzy</h3>
<p>
This mode has the same rules as Frag Limit, except special powerup cards will randomly
spawn around the map. Collecting one of these cards has the same effect as getting that
item out of an item box, for the most part. This just makes the basic deathmatch
just a little more exciting, not to mention that it lets you have items on maps that
usually don't. There are twelve items that can appear on the cards: Bob-Ombs, Fire
Flowers, Hammers, Feathers, Boomerangs, POWs, MOds, Bullet Bills, and all four different
types of Shells.
</p>
<p>Basic Parameter: <b>Kills</b> (5 to 100 by 5s, <b>20</b> default)</p>
<p>Additional Parameters:
<li><b>Limit</b> (the number of item cards shown at once): Single Powerup, 1 to 5 Powerups,
<b># Players - 1</b>, # Players, </br># Players + 1 to 3
<li><b>Rate</b> (how long it takes for new cards to appear when they can): Instant, 1, 2, <b>3</b>, 5, 10, 15, 20, 25, or 30 seconds
<li><b>Store Shells</b> (see note): <b>On</b>, Off
<li><b>Sliders for Items</b> (comparative frequencies of each one appearing on cards): 0 to 10 each (defaults of 1 for Fire Flowers and Hammers, and 0 for everything else)</br>
</p><p>
<li>If Limit is set to Single Item, no more cards will appear until the person who picked up the
first one uses it (in the case of Stored items or the Bob-Omb), no longer has it (in the case of
Weapon items or the Bob-Omb), or has touched it (in case of Shells). In either case there is no
delay for the card to appear after the first time. (This is the same way that the card in Bob-Omb
mode worked in version 1.5.)
<li>If Store Shells is set to On, then when you touch a shell card, the shell will become
a Stored item. If it is set to Off, then touching a shell card has the same effect as touching
a regular shell (i.e. if you are holding Turbo then you will grab the shell; otherwise you will
just kick it out of midair).
</p>
<h3><img src="gfx/docs/m16.png"> Survival</h3>
<p>
This mode has the same rules as Classic, except now, Thwomps will rain down from the sky,
Podoboos will pop up from the bottom, and fireballs will shoot in from the sides. Hitting
any of these hazards will kill you. Just as in Classic, the last player alive wins.
</p>
<p>Basic Parameter: <b>Lives</b> (5 to 100 by 5s, <b>20</b> default)</p>
<p>Additional Parameters:
<li><b>Thwomp, Podoboo, and Fireball sliders</b> (comparative frequencies of each one appearing): 0 to 10 each (defaults of 1, 0, and 0 respectively)
<li><b>Density</b> (how often hazards appear overall): Very Low, Low, <b>Medium</b>, High, Very High