Accessible Super Mario Bros.
--- Code by C. A. E. Jones; Mario copyright Nintendo Entertainment. Sound rework by Ultrasound and third party sources.
Note about the sounds rework:
To apply one of the two available soundsets, copy all the files from the NES or SNES folder into the mario folder and replace everything.
Some of these are not originally from the game or may have further editing done, either because a sound matching the original low quality one cannot be found, or in the case of a few sounds some power hum induced by the volume envelopes has been noise reduced away. CAE's platform/drop/wall indicator sounds have not been touched.
The fire in case of NES, flashing brick, and moving platform sounds have been generated by hand. The 1up, pause and stomp noises on the NES have had some volume induced buzz removed as delicately as possible.

System requirements:
- Speakers or headphones, preferably stereo


Controls:
There are two sets of controls available for controling Mario. It doesn't matter which you use. Mix and match, if you wish!
 Enter  /  Space Bar:  pause game
 left arrow / A : move/turn left
 right arrow / S :  move/turn right
 down arrow / Z : crawl down pipe
 up arrow / W / F / Numpad1 : Jump (release while airborn to stop rising, hold to rise higher)
 G / Numpad2 : Run, shoot fireball in fiery mode.
 H / numpad3 : Hold to use the accessible camera.
 V : Hold to hear platform cues individually rather than all at once.
 1 : mute / unmute wall sound
 2 : mute / unmute drop sound
 3 : mute / unmute platform sound
tab: toggle window display mode
F1: Hear the position of Mario and all enemies / items in the current region.
F2: Save game
F3: Load a saved game
F4: Exit program.
F5: Listen to game sounds. (Press F5 again to return to game)
F6: Hear what area of the current level you're in.
F7: Hear how many coins and lives Mario has.
F8: hear the position of the accessible camera
Page Up: Background Music louder
Page Down: Background music softer

---- Accessible Camera
 The accessible camera allows you to examine the area space by space.
The camera can be accessed either by holding H / numpad3 during game play, or by pausing the game.
Use the directional controls to move the camera.
Press G / numpad2 while the camera is active to bring it to Mario's position.
 Press v while the camera is active to hear platforms above and below the camera's current position.
Remember that small and large drops can be safe, but bottomless pits are deadly.

---- Platform Cues
This game indicates elements of the level layout with editional sounds for barriers, platforms and dropoffs.
These only play when Mario has moved, or if the V key is held (some, like dropoffs, don't play for vertical movement).
The sound plays from the position of the object or dropoff in question, within five steps left/right.

It is useful to use these cues in combination with the accessible camera;
 for example, if you hear a pit, you might use the camera to determine exactly how far away it is.
If there are too many cues playing at once to make sense of what's where, one can hold the V key to separate them.
Note that this will slow the game, but does not completely pause it, so be careful!

------ More Navigation tips

Platforms are made up of different kinds of blocks; some can be broken if you've gotten a mushroom 
(those are the ones the camera identifies with the brick
sound). Platforms are solid from below;
 to land on them, you have to jump above them and then move horizontally. (However, bumping blocks from below is
usually how items are uncovered).

The accessible camera actually gives you a little more information than is visible in the original Mario;
 some blocks give you points when bumped from below, and some give items like mushrooms or stars. In the original version,
 these are both represented by glowing blocks with question marks on them, but the
accessible camera makes a different sound for point-blocks and item-blocks.

It's important to note that you stop moving up once you start moving right. So it's a good idea to hold jump until you're
 high enough to make it across whatever you're jumping.
With platforms, you can tell when you've risen past them because the platform sound will change into the wall sound.
 (You'd want to go up a little higher than the first time it does this, though, since it changes as soon as you're
 even with the platform).

Some platforms move. It can be tricky to land on these at times.
 Remember that the accessible camera can be used while the game is paused, and that moving platforms
 make the same bump sound to the camera as any other non-breakable block.

A note about running jumps:
 In the original Mario, one would typically hold
 the run button and start running toward a gap, then jump at the edge to make it across.
 In this version, that technique isn't quite as effective.
 It is better to hold jump until at a suitable height, release jump, then hold run and start moving.

---- Window Display Mode
 Window display mode will output a string representing the vertical row of the current level to the title bar.
 Some screenreaders will intercept this as it changes, and can report it to braille devices.
Presently, this method is known to work with NVDA; behavior with other screenreaders is uncertain.
In order to minimize keystrokes, the window output adds hyphens to open spaces with solid blocks immediately beneath them.
It also indicates when platforms are above open spaces. This can take various forms, depending on whether there is solid ground beneath the space in question and how far away the platform is.
"u" would indicate that there is a block more than twice Mario's height above a solid platform.
"x" is the same as "u", but the platform is lower.
"a" and "c" work like "u" and "x", but when there is no solid ground immediately below.


---- Items and Enemies

Mushroom: makes Mario bigger and capable of breaking bricks. Found in flashing bricks.
Flower: Gives Mario firepower. Found in flashing bricks.
1up: Gives an extra life.
Star: Gives Mario invincibility to enemies for a few seconds. (Note: Mario can still fall in pits with starpower!)

Goomba: Most basic enemies that walk around. Most of them only change direction when encountering obstacles.
Paratroopa: Winged enemies. Stomping them once clips their wings, leaving them equivalent to a Goomba.
Perana Plants: These carnivorous plants slink about in pipes. While they can be sent away by fireballs, they will come back eventually, so watch your step!
Fireballs: Obstacles in castles that move on a vertical path. Cannot be killed, so try to avoid them.
Hammerhead Brothers: These shiny turtles hurl hammers from above, and will chase you if you're out of range!
Lakidu: This one flies around at the top of levels, throwing eggs that become spinies.
Spinies: They behave like Goombas, but cannot be stomped. While Lakidu is flying around, there's no telling how many spinies you'll encounter!
Horned Snail: These also behave like Goombas, but are protected against fireballs. When stomped, their shells can hit nearby
 enemies as well; but watch out, as they can sometimes bounce off of things and hit Mario!
Cannon: These periodically release bullets.
Bullets: Projectiles that fly quickly on a horizontal path.
Bowser: A dragon/turtle/thing who has kidnapped Princess Peach and subjugates the Mushroom Kingdom to his authority.
        Bowser can breathe fire, and is big enough to cause difficulty in passing.
He will constantly breathe fire, even when Mario is at a considerable distance.
When Mario is on Bowser's bridge, Bowser will chase Mario and occasionally jump.
     Bowser can be defeated by several fireballs, or by reaching the switch that destroys the bridge on which he stands.
