# NOTES:
# The # Symbol at the start of a line counts as a Comment. To include in dialog, use a \#
# The . Symbol will cause a pause unless escaped with \. (ex: Mr. Oshiro has a pause, Mr\. Oshiro does not)
# Newlines automatically create a Page Break, unless there is an {n} command on the previous line
# Commands: Anything inside of curly braces {...} is a command and should not be translated.

# Inline Text Commands:
# {~}wavy text{/~}
# {!}impact text{/!}
# {>> x}changes speed at which characters are displayed{>>}
# {# 000000}this text is black{#} (uses HEX color values)
# {+MENU_BEGIN} inserts the dialog from the MENU_BEGIN value (in English, "CLIMB")
# {n} creates a newline, without a page break
# {0.5} creates a 0.5 second pause
# {big}this text is large{/big}

# Gameplay Control Commands (should never change)
# {trigger x} this triggers an in-game event
# {anchor} controls the visual position of the textbox in-game

# Mod
	DeathKontrol= DeathKontrol

# Chapter
	DeathKontrol_UltraSkool= Ultra Skool

#Poem
	poem_DeathKontrol_UltraSkool_A= Ultra Graduation

#Cutscenes

	DeathKontrol_UltraSkool_101=
	Ultras 101

	Ultras are a way to go fast. By chaining ultras together, it is possible to reach very high speeds.

	An ultra is fundamentally a down-diagonal dash in the air which ends before landing.

	This has the effect of conserving horizontal speed and adding a boost upon touching the ground.

	To perform an ultra, start sufficiently high up (about 3\.5 tiles is the minimum height) and dash down-diagonal.

	Whatever speed you have before dashing will not be lost. When you land, your speed will get multiplied by 1\.2, causing you to go even faster.

	You can then jump (adding a little extra speed) and dash down-diagonal to start the process again.

	[Madeline right normal]
	There's another book here which seems to be more technical.


	DeathKontrol_UltraSkool_102=
	Ultras 102

	Chapter 1: Chaining Ultras{n}In order to get maximum speed, it is necessary to dash as soon as possible.

	If you are not getting enough speed, it usually means you are waiting too long between jumping and dashing again.

	Chapter 2: Height{n}If you start from too low, the dash will not end before landing.

	Jumping from the ground while still in the dash state results in a wavedash.

	It is easy to tell the difference between a wavedash and an ultra because a wavedash has "speed rings" behind it while an ultra does not.

	Unlike ultras which give multiplicative speed, wavedashes give constant speed.

	Finally, if the dash ends while you are on the ground, you will lose all your speed.	

	Chapter 3: Bunnyhopping{n}Ultras were not originally intended tech, so they're a little jank sometimes.

	It is important to land for at least one frame in order to get the boost.

	If you bunnyhop immediately upon landing (or buffer a jump) then sometimes you will not be grounded for a frame and therefore won't get the boost.

	Whether or not this happens depends on the vertical pixel you start from.

	Assuming you start from a "random" height, it has about a 3/8 chance (37\.5%) of occuring.

	Therefore it is good to slide very briefly before jumping again.

	Chapter 4: Block Boost{n}Jumping, dashing, or doing a hyper from a moving block grants a speed boost.

	It is possible to get this boost twice by doing two of these things.

	Do a hyper followed immediately by an ultra to get the block boost twice.
	
	[Madeline right normal]
	Wow, this is really helpful!


	DeathKontrol_UltraSkool_death_00=
	Remember, the most common mistake when performing chained ultras is dashing too late after jumping.

	The sooner you dash, the more speed you conserve and build when the ultras are chained.

	The dash will stretch horizontally, helping you reach the next platform.

	Make sure you dash immediately after leaving the ground to get maximum speed.


	DeathKontrol_UltraSkool_death_01=
	It is even more important here to dash as soon as possible in order to build speed.

	These platforms are spaced far apart and therefore you lose a lot of speed between them.

	Make sure to dash again immediately after jumping.


	DeathKontrol_UltraSkool_death_02=
	The platforms here are spaced with a small height difference between them.

	Therefore it is important to jump high before dashing again.

	If you are losing your speed when you land, it means you are not starting from high enough.


	DeathKontrol_UltraSkool_death_03=
	This screen is designed to make you use the properties of the double block boost.

	Stand on the left side of the zip mover and hyper and ultra in quick succession.

	You must start the ultra within 9 frames of leaving the zip mover.

	If you do it right, you will get a block boost when you hyper, and another block boost when you ultra.

	You can experiment with the timing, doing the ultra early and late, to get a feel for the double block boost.


	DeathKontrol_UltraSkool_death_04=
	Remember, this map is just for learning and practice. Don't feel compelled to beat it if you don't want to.