A koopa's revenge 2 secret items

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Though lives are a staple of 2d Platformers, there are many games that don’t and shouldn’t use them. You must decide as a game designer whether you even want that, and when you do, whether a lives system is the best tool to provide such consequences. The main job of a lives system is to provide serious consequences for repeated failures. Lives are a design tool, and like any tool they aren’t suited for every job. Most games probably shouldn’t use a lives system, just like most games shouldn’t use a crafting system. They’re often just thought experiments that I have no intention of acting on. I must stress that ideas presented in these blogs are not guaranteed to be in the game when it’s finished. But a lot of games don’t use them and wouldn’t benefit from them if they did. Personally, I believe lives can be a good design choice, when used as a resource to manage for example.

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AKR1 and 2 had lives systems, but only because I was blindly copying existing Mario games without questioning them, and not because of a well thought out decision making process.

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This week, we’re talking about lives and 1ups. Last time, we discussed and dismissed the prospect of multiple alternate endings to the game. Welcome to the fifth installment of the A Koopa’s Revenge 3 Idea Blogs, the series wherein I discuss ideas I have for AKR3 (Ideas that are not at all guaranteed to be used in the final game, and often explicitly stated not to).

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