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User-Created Super Mario Maker Checkpoint System Is Ingenious

While Super Mario Maker was released to largely stellar reviews, some minor complaints were noted — specifically, lack of features normally found in a typical Mario game like checkpoints and the ability to package levels together as “Worlds.” While the latter still hasn’t been resolved, user RagnarokX has managed to develop a full-on checkpoint system with the tools given — the video below from Kotaku shows how it works.

Essentially, after clearing a large potion of the level, players will come across a text password. Then, players can input that password through a series of music boxes, allowing access to a warp pipe (as seen below).

Super Mario Maker Checkpoint

But what exactly is happening behind the scenes? The below picture illustrates the contraption and how the off-screen elements function into the mechanism:

Super Mario Maker Checkpoint Full

For players who want to try out this level, the code is: 1B6D-0000-00A3-FD76!

Source

16 thoughts on “User-Created Super Mario Maker Checkpoint System Is Ingenious”

  1. Hey! I’d like to point out that I made a checkpoint system already and it’s amazing!

    It’s in my underground jump level, one of these codes is it.

    B3CA-0000-009C-88D1
    A2FE-0000-009C-CF28
    AB84-0000-009C-D8EB
    437A-0000-009C-F405

    1. Inb4 somehow they make a working computer in Super Mario Maker… This game is slowly turning into Minecraft in terms of extremely convoluted (to the normal person like me) contraptions people can make.

      1. Please tell me your joking about that working computer how in the world can you turn a Mario level dessiner in a working computer

      1. Because all you do is create levels, play them, beat them, and so on (or play other people’s levels). There’s no main game, unless you count the 100 Mario’s mode etc. But it’s nothing BUT based on creating a level. It’s the same repeated thing over and over and over. Just different enemies in different places, and some levels are short and easy, some are long and near impossible to beat.

        But at the end of the day, what was the point? I got more point out of Mario Paint than this. At least with that game I could make my own cartoons (though extremely limited and primitive) and make music and animations. And please don’t compare the music in this game to the sheet music in Mario Paint. Seeing all of the Mario Paint icons in this game feels like a slap in the face.

        I love Mario, and I love the entire Super Mario series. And this was an interesting concept with some cool features (such as the amiibo/pixel characters you can transform into). And I do plan on getting back to it after finishing Yoshi’s Wooly World. But it feels more like a design tool than a game. Like, just a part of something much bigger. I can’t believe I’m the only one who feels this way. I mean, is everyone really THAT easily amused? Or, have I become an old fart before my time? Who knows?

        1. I feel like this whole argument could apply to many Nintendo games though.

          Mario Kart 8 — only a handful of levels we are supposed to play over and over again, no story line, etc.

          It doesn’t make it a bad game! It just depends on how you personally play it — I’ve never made a level and just enjoy others’.

          It isn’t the next Metroid Prime of LoZ, but I was never expecting it to be.

  2. Rogue Master XenoRidley X3

    Nintendo better be keeping close eyes on some of these levels being made! Their makers could one day be awesome developers making awesome games some day!

  3. Couldn’t you just put a pipe at the bottom of a pit, take you to an underground room to “refresh”, then another pipe would take you back to a certain point? As far as dying from enemies, if you remember the location of the pit you could jump back down in it and start over. Idk how the mechanics work so I could be wrong, as I don’t have the game, but that seems possible.

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