I'm pretty new to ROM hacks. I've played Super Mario Around the World and I'm currently playing another, which I've forgotten the name of by now (Jump, I think). In both games I've encountered parts that are unreasonably difficult, which is fine, but I've found that checkpoint placement to be just absurd.
I feel like, if I'm going to be facing some insanely difficult part of a level, there ought to be a checkpoint before and after it, so I don't have to play up to it every time I want to try it (as it will undoubtedly take me a 1000 tries) or beat it again after dying later in the level. But in both games, there are these very long stretches of levels that contain a (or sometimes multiple) ridiculously hard challenges, yet they offer no checkpoints at any point.
I'm wondering, is this because in the ROM hack world it is assumed that you will be using save state and the ROM hacker created the level with that in mind or is the challenge to not die for so long part of the intended difficulty?
At times it feels to me like the former, but these games DO feature checkpoints, so since they DO have them at some points, it seems to follow that if they wanted you to be able to continue from before a certain challenging part they would have put a checkpoint there.
I feel like using "save state" is cheating and I want to maintain the integrity of my play, but some extremely challenging and long parts being devoid of check points feels like the dev intended you to use "save state." Is this assumed in ROM hacks?
I feel like, if I'm going to be facing some insanely difficult part of a level, there ought to be a checkpoint before and after it, so I don't have to play up to it every time I want to try it (as it will undoubtedly take me a 1000 tries) or beat it again after dying later in the level. But in both games, there are these very long stretches of levels that contain a (or sometimes multiple) ridiculously hard challenges, yet they offer no checkpoints at any point.
I'm wondering, is this because in the ROM hack world it is assumed that you will be using save state and the ROM hacker created the level with that in mind or is the challenge to not die for so long part of the intended difficulty?
At times it feels to me like the former, but these games DO feature checkpoints, so since they DO have them at some points, it seems to follow that if they wanted you to be able to continue from before a certain challenging part they would have put a checkpoint there.
I feel like using "save state" is cheating and I want to maintain the integrity of my play, but some extremely challenging and long parts being devoid of check points feels like the dev intended you to use "save state." Is this assumed in ROM hacks?