how am i supposed to beat kaizo
Also, a big oops - I just noticed one can reach kaizo without being able to even stand on platforms (you get that ability elsewhere).
I've fixed that in git now by making the room before it "clearer" about this (will release this next week when I am fully done with it), but in the meantime, if that's your problem - go back to The Hub, into the topology madness, and that will give you what you need.
I had replied in more detail on Github, but basically you do the similar inputs as in a Super Mario World shell jump: carry platform, jump, at about 1/4 of the jump height, release grab and make sure to re-press jump.
However, this section is actually optional - so if you ignore this part and keep exploring elsewhere, you can win the game too.
In v1.1.6 (released today), Kaizo is made rather different:
- One is now forced to release in-air.
- One has more time to land on the platform. Generally, the timing is a lot easier now, matching the one in Kaaaart Race.
- Resetting the room is more natural now.
- If having the third ability (pushing), one can cheese the room by stepping on the platform then pushing it right. Not that this is actually much easier. My policy about Anti-Hub sections is that each section requires two out of three main abilities, and having the third one is OK to be of advantage.
- Speedrunners can complete this room now about a second faster, as one can obtain the platform now right when entering.