Super Mario Maker Is Removing Its Silly Nine Day Item Drip Feed

It was a bad idea, but now it's gone.

Nintendo had previously planned to drip-feed its items (that you use to build levels) over a nine day period. God knows why.

But thanks to a patch it looks like that's gone.

Now it seems like the items are updated and being added every 15 minutes as opposed to every 24 hours. According to the patch info:

— “Create a course” scene: a small element was added. — Condition(s) for increasing the amount of useable parts (in the level editor) were added. — Various changes meant to improve the gameplay experience.

This could be a response to pressure, could have always been part of the plan, either way it's a far more elegant solution. I totally understand Nintendo wanting to drip feed items: it's about easing players into the Mario Maker experience.

But there are super users out there. There will be people making masterpieces within the hour and it makes sense to give those players access to all aspects of the game as soon as possible.

A good little compromise.

Via NeoGAF


    If that's the reasoning behind it, might make sense for them to simply have a beginners and advanced mode for building levels.

    They used this (and I suppose still are using this) idea behind Splatoon, and... I kind of liked it, actually. At first, as the things liked ranked matches opened a day or two in, I was a bit disgruntled by it. And then weapons and levels being added in the days/weeks following in a similar fashion, but it kept creating reasons to go back to the game. Eventually those reasons hooked me into it, and then the updates were coming just often enough after that. It's an odd, new approach, but, some how kind of worked in that case I would say.

      It's also quite a new way to play a shooter, so it helps people get used to it. I like it as well.

    The idea behind this is twofold. If you're given dozens of different kinds of building blocks, you quickly become overwhelmed by the options and can't focus on highlighting the potential. By starting you off small you're able to build something simple and get a good feel for the tool. Then, each time you're given something new, it bolsters your creativity as you want to try out all the new things. 24 hours was just too much, this helps keep the iron hot.

    I think Little Big Planet did this pretty well. Starting out, most creation options are hidden. You are given a list of tutorials which will describe and unlock tools when played. Quite often completing a tutorial would also unlock tutorials for related tools.

    And of course, there is an "unlock everything" button for those who know the system but are starting out from a clean slate.

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