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This version reaches 500 metres and gives you a checkpoint key on E, which is a meaningful softening of the original formula. Whether to use it is a real decision rather than an obvious one: checkpoints remove the dread that makes the genre work, and they also let you actually finish. Purists ignore E and get the experience the genre was built for; everyone else gets to see the top.
The characteristic mistake is rushing the easy parts. Climbers concentrate hard on the sections that look dangerous and relax on the simple ledges in between, which is precisely where falls happen — a routine hop taken carelessly at 300 metres costs the same as a difficult one. Treating every jump as equally expensive, however tedious, is what gets people to the top.
It carries Platformer and 3D, and the 3D matters more than it usually would. Judging depth on a vertical climb is genuinely harder than judging distance on a flat course, and a jump that looks reachable from below frequently is not. Learning to distrust your first read of a gap is most of the early learning curve.