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Mario Maker Update Next Week to Include Checkpoints and Event Courses

I like the Super Meat Boy aspect of Mario Maker where you respawn quickly and need to complete the entire level in one attempt to continue on. It's not Mario in the traditional sense, but very enjoyable nonetheless.

Good news for those who want them, though. I'm sure a lot of the expert levels will go on being made without them.
 

Kinsei

Banned
Yes! I've had a castle level idea floating through my head for a while, but it would require checkpoints in order to make it fun instead of frustrating so I held off on making it. Thank you Nintendo (even though checkpoints should have been in from the start).
 

BGBW

Maturity, bitches.
They could just make the costumes use their crouch animation while sliding. SMB3, SMW and NSMBU already have sliding animations, so they'd only have to make SMB.

Or just no have SMB Mario have a special sliding animation and just have him crouch as well. SMB is missing a running animation unlike the other styles, so it's not like SMB not having all the same animations is unheard of.
Mario's sliding down the flag sprite would be more appropriate.
 
Niiice. This is easily the most important thing the game needed. Levels are gonna start being way better now! I think the only thing the game explicitly needs to be perfect is slopes now.
 

NoKisum

Member
Unless there's a huge reward for the new gnat game, I'm probably not gonna play it lol

Super excited for the rest though.
 

Salbug

Member
Daniel_Bryan_YESYESYES.gif

About time too. I need to get back to it, and mess around some more anyway. I hope to see really great levels even more now that checkpoints are becoming a thing.
 
This is super awesome! Checkpoints and contextual powerups are two huge features and I didn't expect to see them added, but it's great to see they are!

On the other hand, RIP Nintendo Direct. :C
 

fhqwhgads

Member
A much much MUCH needed addition, so happy for this.
Only problem is I'd have to delete my courses and reupload them with the checkpoints added but that'll mean losing the stars I've gotten for them ;-;
 

Zubz

Banned
If this is true, I really need to redownload a few Metroid-styled/boss rush levels. Those were my favorite types of stages, but they were always ruined by the time limited; they either had to be too short, or required you to lose a few times and then just use speedrun strats after figuring out the level just to beat it.
 
Checkpoints are probably the most important issue that had to be addressed so this is really good.

The other stuff is pretty dam cool too.

Let's hope this means there will be more content to come down the road.
 

Neoweee

Member
And no one said this would happen.

Some quotes of those who said it wouldn't happen.


But yeah... a tiny wall of shame. With no names.

Two of those posts aren't saying it won't happen, though. They're saying that it is complicated and is much more elaborate than new enemy types, etc., and they were right. It is more complicated, but Nintendo thought it was worth the effort.
 
I may be crazy, but after being totally cold on the Wii U for its entire lifespan, I am thinking about getting one just for Mario Maker.
 

Tom Nook

Member
Check points are much needed, Thank you.

I get discourage when I died almost at end, then start from the beginning.
 

NetMapel

Guilty White Male Mods Gave Me This Tag
Guys guys guys. As much as I love having checkpoints and all that, you should never ever design a level that NEED checkpoint. That means it is too long and too difficult. Having a checkpoint will make those levels more tolerable but most difficult Mario Maker levels are just not fun and checkpoint won't fix that problem.
 

Plinko

Wildcard berths that can't beat teams without a winning record should have homefield advantage
Guys guys guys. As much as I love having checkpoints and all that, you should never ever design a level that NEED checkpoint. That means it is too long and too difficult. Having a checkpoint will make those levels more tolerable but most difficult Mario Maker levels are just not fun and checkpoint won't fix that problem.

Not sure I agree with this.
 
Checkpoints are a godsend. I can't tell you how many levels I've just given up on because I got tired of starting from the beginning.

Gradual power-ups are a nice surprise too - but it will work with any power-up, not just the fire flower, right?

EDIT:
Guys guys guys. As much as I love having checkpoints and all that, you should never ever design a level that NEED checkpoint. That means it is too long and too difficult. Having a checkpoint will make those levels more tolerable but most difficult Mario Maker levels are just not fun and checkpoint won't fix that problem.

Highly disagree. Checkpoints make a long level manageable.
 
Guys guys guys. As much as I love having checkpoints and all that, you should never ever design a level that NEED checkpoint. That means it is too long and too difficult. Having a checkpoint will make those levels more tolerable but most difficult Mario Maker levels are just not fun and checkpoint won't fix that problem.

I'm going to put a checkpoint at the very beginning of my level where nothing at all yet has happened.
 

ElRenoRaven

Member
WOOOHOOOOOOO!!!!!!!!!!

This means my recreated levels can be a more accurate now. Now they just need to add a way to create 1 way elevators so you can have a constant stream of evelvators going one direction.
 
Really awesome update. It's kind of weird that the game shipped without checkpoints, but well, here they are.

Not going to happen at this point. Would require tons of new sprite animations for not just every Mario, but every Costume Mushroom variant would need a new sliding sprite.

Or, you know, not put sliding in SMB1 the same way there's no shell-grabbing or wall-jumping?
 

Tathanen

Get Inside Her!
I can imagine checkpoints placed in places, like behind a p-switch coin wall, or over a gap that requires momentum to jump over, that make it so if you die later, the checkpoint spawns you into a situation where you have to now take an alternate path. Kind of a neat setup, one quicker/harder path if you don't die, a potentially longer one if you do.
 
Guys guys guys. As much as I love having checkpoints and all that, you should never ever design a level that NEED checkpoint. That means it is too long and too difficult. Having a checkpoint will make those levels more tolerable but most difficult Mario Maker levels are just not fun and checkpoint won't fix that problem.

I believe in at least testing a level to make sure it's winnable without checkpoints in mind, but a level that ends up needing a checkpoint doesn't necessarily mean it's bad. The levels that tend to need checkpoints the most are puzzle based levels where a player may spend a lot of time in an area.
 

Sephzilla

Member
Guys guys guys. As much as I love having checkpoints and all that, you should never ever design a level that NEED checkpoint. That means it is too long and too difficult. Having a checkpoint will make those levels more tolerable but most difficult Mario Maker levels are just not fun and checkpoint won't fix that problem.

Mario 1, Mario World, and NSMB have tons of levels that have checkpoints.
 
hopefully this also brings the SMBW checkpoint noise

can't watch the video, does it say whether they're creating specific checkpoint assets for SMB1 & SMB3? Because the checkpoint logic works differently in those games (getting to a certain point without having to touch any specific place).
 

Platy

Member
All the updates are welcome, specialy the nintendo made levels !

Can't wait to know more about those event ones.

Also, now let's hope for slopes and lava/water blocks ! =D

And AT LEAST one more power up each graphic ... Poison Mushroom, Frog Suit, Purple Yoshi, Tiny Mushroom

BRUH! Checkpoints?!?! Super hyped for that. Maybe Panga could throw them into his levels.

LOL no way he does it
 
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