WiiU

Mario Maker Update Adding Checkpoints, Progressive Powerups

by Donald Theriault - October 27, 2015, 7:12 am PDT
Total comments: 19 Source: Nintendo

Two of the most demanded features are coming soon.

A software update to Super Mario Maker will launch on November 4 that adds two highly demanded features.

The update will add mid-level checkpoints to stages (shake the arrow) and the ability to have progressive powerups by attaching the Super Mushroom to the higher-leveled power.

The update will also add Official Makers as a search option for Nintendo created levels and select partner, as well as Event Courses which will include the final stage of the Omegathon from this year's PAX Prime event.

Talkback

fred13October 27, 2015

CHECKPOINTS!!!


Too bad I can't just go back and update a few of my levels.

broodwarsOctober 27, 2015

And Mario Maker creeps ever closer to being the game it should have launched as a month ago.

The progressive power ups felt like the biggest omission in the original package, so it's nice to see those get in there.

EnnerOctober 27, 2015

Quote from: broodwars

And Mario Maker creeps ever closer to being the game it should have launched as a month ago.

Games as a service is all the rage now.

Disco StuOctober 27, 2015

Quote from: broodwars

And Mario Maker creeps ever closer to being the game it should have launched as a month ago.

I don't think this is a change they already had in the pipeline at launch, I'd bet a lot of money they jumped on it as soon they saw it was everyone's big criticism.  I guess I'm saying I don't think the game was "incomplete" at launch.  If Super Mario Maker had come out 10 or even 5 years ago, we would have had to wait for a sequel to get these features.

MythtendoOctober 27, 2015

Always funny when I see someone bitching about free DLC. The game was already great, this makes it better.


fred, of course you can go back and edit your levels to add these in.

Mop it upOctober 27, 2015

I was surprised back when I heard this stuff wasn't in the game already. Pretty weird omissions.

LucarioOctober 27, 2015

I WANT TO PLACE MORE ENEMY'S THOUGH... can they fix that stupid enemy restriction?

ShyGuyOctober 27, 2015

I'm glad I waited to release my new level. It needs some checkpoints.

sudoshuffOctober 27, 2015

Quote from: NWR_insanolord

The progressive power ups felt like the biggest omission in the original package, so it's nice to see those get in there.

For me, the lack of checkpoints was a bigger deal.  There were so many long, difficult levels that I got close to beating but refused to play again because I didn't want to start from the beginning.  But yeah, progressive power ups will make this feel more like an actual Mario game.

ShyGuyOctober 27, 2015

I won't be satisfied until I get the frog suit.

StratosOctober 27, 2015

Quote from: broodwars

And Mario Maker creeps ever closer to being the game it should have launched as a month ago.

That seems to be the MO for the Wii U...creeping ever closer to becoming the system it should have at launch ;)

azekeOctober 27, 2015

Can anyone explain to me why checkpoints and progressive power-ups matter from a designer's viewpoint?

I either jump over checkpoints or treat them as free mushroom. And restarting from the beginning of a level has never been a problem for me.

Progressive power-ups are even more baffling. Why would you bring even more randomness to your level?

Progressive power-ups have been pretty common throughout the history of 2D Mario, so I don't see how it's hard to understand why people would want to use them in their levels.

azekeOctober 27, 2015

So it's purely nostalgia without actual legitimate reason to put them in?

EnnerOctober 27, 2015

Quote from: azeke

So it's purely nostalgia without actual legitimate reason to put them in?

Functionally, the progressive power-up can serve as a reward for the more proficient players with a Fire Flower that can make a section of the level easier compared to a Super Mushroom.

azekeOctober 27, 2015

Quote from: Enner

Functionally, the progressive power-up can serve as a reward for the more proficient players with a Fire Flower that can make a section of the level easier compared to a Super Mushroom.

Ah, i see.

This design idea is a bit counter-intuitive though. It's like "rich get richer and poor stay poor" only with videogame skills.

Good player gets through unharmed and gets an easier time further on, which he probably doesn't even need to begin with.

Bad player barely escapes with his life and sees an even bigger challenge ahead.

broodwarsOctober 27, 2015

Quote from: azeke

Quote from: Enner

Functionally, the progressive power-up can serve as a reward for the more proficient players with a Fire Flower that can make a section of the level easier compared to a Super Mushroom.

Ah, i see.

This design idea is a bit counter-intuitive though. It's like "rich get richer and poor stay poor" only with videogame skills.

Good player gets through unharmed and gets an easier time further on, which he probably doesn't even need to begin with.

Bad player barely escapes with his life and sees an even bigger challenge ahead.

Or to put it in layman's terms, "Git Good." The 8-bit generation was weird that way.

NeoThunderOctober 28, 2015

I don't like shaking crap. Can't we just tap L or LZ to change a green turtle to a red or something simple like that?

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