Super Mario Maker

That next update could prove to be quite handy for the courses that I've already uploaded. I've been seeing a good deal of low clear rates for them, so having a checkpoint flag would at least make things less annoying if the players keep failing at certain areas.
 
At i least i don't have to go through the torture, again of playing hard levels from the start now.
 
This pleases me.
 
Blue the Raptor said:
Nintendo64Dude said:
At i least i don't have to go through the torture, again of playing hard levels from the start now.
Only if the creator decides to put them in.

This. Just because players will be able to add checkpoint flags onto their courses, doesn't mean that they'll actually use them.
 
They can also abuse checkpoints, I think. Also, after playing games like Rayman Origins, I think the checkpoint limit should be capped higher.
 
Dr. Mario said:
They can also abuse checkpoints, I think.

Oh man, troll levels with checkpoints in areas where it's impossible to complete the level if you died after making the checkpoint... (Like a trap secret room where a tube brings you to an area where you can't get back up the tube with nothing but the checkpoint. Even worse if they put the checkpoint in a place where there's nothing but there's nowhere to go besides a bottomless pit once you've hit the checkpoint)

Or even levels from those who didn't think their checkpoints through. Like how there's levels that require you to have a P-Switch, a Power-Up, or anything else you carry but have it impossible to get the power-up cause it's in a room where once you've hit a checkpoint, you can't come back to it. That's easily fixable with adding replenished items where the checkpoints were. But still there may be people who forget that.