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Should Kaizo Levels have Indicators?
Forum Index - SMW Hacking - SMW Hacking Help - Should Kaizo Levels have Indicators?
Pages: « 1 »
So, I've been working on an easy/medium kaizo hack in my spare time for the last few months (i'm almost done I promise) and I'm wondering if there's some sort of standard for jump indicators like this:

Right now, the earlier levels have lots of this, whereas the later levels have literally none. Is this too confusing or should I expect the people who have reached that point to be able to figure it out?

Thanks Guys!

FYI my first post on the site, I have been stalking the site for a while though. Can't wait to submit this hack once it is finally done!

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Alternative name: Frank (i don't really mind)
I think it's a matter of personal preference. If a trick is obvious (such as a shell jump over a wall) I don't think an indicator is a necessity. But if you've got a trick that requires the shell to hit a certain tile on a wall to make a trick possible, perhaps an indicator would be best. Especially in an easy rated kaizo hack.

I think I would always suggest an indicator for blind jumps (or better yet, avoid blind jumps all together), and maybe indicators suggesting to spin jump vs normal jump if it doesn't seem intuitive what the player should perform.

Again, it's all up to personal preference and how you'd like your players to progress through the game.
I think i'll try to avoid overly targeted shell jumps so that shouldn't be an issue, but i have got one or two semi-blind jumps so i'll keep them indicated.

I'm using blue coins for blind spin jumps and normal coins for other direction; plus a few SMM SMW arrows for directional item throws.

I'll probably put only absolutely critical indicators in for the last five levels. I think part of the fun is working out the strat for each section.

Thanks for the reply. I'll go back through my levels and double check that I haven't left any blind jumps without indicators.

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Alternative name: Frank (i don't really mind)
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