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diff --git a/README.md b/README.md
index f1bc9902..cac21f39 100644
--- a/README.md
+++ b/README.md
@@ -13,10 +13,12 @@ Follow us on [twitter](https://twitter.com/photonstorm) and our [blog](http://ww
For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/)
-
+Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)
-Change Log
-----------
+
+
+Latest Update
+-------------
V0.9.3
@@ -36,60 +38,6 @@ V0.9.3
* Removed the need for DynamicTextures to require a key property and updated test cases.
* You can now pass an array or a single value to Input.Keyboard.addKeyCapture().
-V0.9.2
-
-* Fixed issue with create not being called if there was an empty init method.
-* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
-* Added ability to restart a sprite animation.
-* Sprite animations don't restart if you call play on them when they are already running.
-* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
-
-V0.9.1
-
-* Added the new align property to GameObjects that controls placement when rendering.
-* Added an align example to the Sprites test group (click the mouse to change alignment position)
-* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.
-* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
-for new collision system.
-* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.
-* Updated the States examples to bring in-line with 0.9 release.
-
-V0.9
-
-* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
-* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
-* Added Geometry intersection results objects.
-* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.
-* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.
-* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.
-* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
-* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
-
-V0.8
-
-* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
-* Updated texture atlas 4 demo to show this.
-* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
-* Added in DynamicTexture support and a test case for it.
-
-V0.7
-
-* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
-* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
-* Added the RandomDataGenerator for seeded random number generation.
-* Setting the game world size now resizes the default camera (optional bool flag)
-
-V0.6
-
-* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
-* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
-* Added in Device class for device inspection.
-* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
-
-V0.5
-
-* Initial release
-
Requirements
------------
@@ -128,6 +76,10 @@ Phaser fully or partially supports the following features. This list is growing
Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported).
Animation playback controls, looping, fps based timer and custom frames.
+* Scroll Zones
+
+ Scroll any image seamlessly in any direction. Or create multiple scrolling regions within an image.
+
* Collision
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system.
@@ -216,6 +168,65 @@ Please add them to the [Issue Tracker][1] with as much info as possible.

+Change Log
+----------
+
+V0.9.2
+
+* Fixed issue with create not being called if there was an empty init method.
+* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
+* Added ability to restart a sprite animation.
+* Sprite animations don't restart if you call play on them when they are already running.
+* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
+
+V0.9.1
+
+* Added the new align property to GameObjects that controls placement when rendering.
+* Added an align example to the Sprites test group (click the mouse to change alignment position)
+* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.
+* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
+for new collision system.
+* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.
+* Updated the States examples to bring in-line with 0.9 release.
+
+V0.9
+
+* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
+* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
+* Added Geometry intersection results objects.
+* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.
+* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.
+* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.
+* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
+* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
+
+V0.8
+
+* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
+* Updated texture atlas 4 demo to show this.
+* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
+* Added in DynamicTexture support and a test case for it.
+
+V0.7
+
+* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
+* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
+* Added the RandomDataGenerator for seeded random number generation.
+* Setting the game world size now resizes the default camera (optional bool flag)
+
+V0.6
+
+* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
+* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
+* Added in Device class for device inspection.
+* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
+
+V0.5
+
+* Initial release
+
+
+
License
-------