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Yep, I agree with you on that. I wasn't too worried about the player making a beeline to the target point since in its conception it was only a way for them to finish a run, and in the final score what really mattered was how many targets they broke. After making it so that the player gets scored on the landing aswell, I can see how that became a problem, since they can go straight to the end and get a 10 on both the landing and the time. Rather than adding checkpoints or danger zones, I probably prefer to change the scoring system and make it so that the targets they break matter more, in a way that you can't possibly get 2/3rds of a perfect score if you ignore them