Infinite Checkpoints

**Infinite Checkpoints** are a design element in *Super Mario Maker* that allows a player to activate an unlimited amount of Checkpoint Flags. Normally only 2 checkpoints are allowed to be used in levels; one in the main world and one in the subworld. This is most commonly used alongside Pink Coin challenge levels.

## How It Works

When one Checkpoint Flag is activated, the other is then *de*-activated making it possible to once again activate the first Checkpoint Flag. By alternating between Checkpoint Flags it becomes possible to infinitely re-use both.

## Setup

### Hub Area

The start of any Infinite Checkpoint level is to create a small "hub" area that gives the player access to each Challenge Room. Each hub area should contain a checkpoint, any number of doors/pipes (each leading to a different Challenge Room) and a Key Door.

### Challenge Rooms

Each Challenge Room should have at least one Pink Coin that the player is given for completing the room that is used to track their progess through the level. Generally it is advised to make the Pink Coins unavoidable (for example by placing it before an exit pipe) to make it so rooms do not have to accidentally be repeated, however, this is completely optional.

After completing a Challenge Room the player should then be dropped back into one of the 2 hub areas where they can then activate a Checkpoint Flag and save their progress. This can either be done by having the player automatically fall onto the Checkpoint Flag, or placing it in convenient location and letting them choose when to save their progress.

### Safety Coin

One of the more important aspects of an Infinite Checkpoint level is to put a safeguard in place to prevent "Key Death." This occurs when a player collects every Pink Coin in a level and then dies, causing the game to then wipe their progress and restart them with 0 Pink Coins.

The most common way to prevent this is by placing an extra Pink Coin (referred to as a "safety coin") in an enclosed area with the final Key Door. Ideally, this enclosed area should follow a few basic guidelines:

* Once you enter this area, you can only leave by entering the Key Door.
* You should *not* be able to collect the Pink Coin without fully entering the area.
* Some sort of hazard should be included to prevent softlocks in case a player accidentally enters it before completing every Challenge Room.
	+ Additionally, the hazard should be placed in a location that makes it difficult to accidentally die from.

### Key Door

After the player completes every Challenge Room and enters the Key Door they should dropped off near the Ending Goal. Generally it is advised to avoid having any sort of hazard after the Key Door (to prevent Key Death), however, there are ways around this.

## Clear Checking

Once the level is finished being created, it will need to be clear checked for uploading onto Course World. However, the clear check for Infinite Checkpoint levels differs from normal in that the creator must complete the level in full *3 times* without using the checkpoints. This is due to the fact that every Pink Coin must be collected to complete the level. Since the creator starts the clear check from each Checkpoint Flag with 0 coins, it is essentially the exact same as starting from the very beginning.

## Basic Tips

### Before The Hub Area

It is possible to have a section of the level be before the hub area (essentially an extra Challenge Room). This can be done by simply building a normal level and dropping the player into the hub area once they reach the end of it.

### Decorate The Hub Area

To make each Challenge Room more easily identifyable (so the player knows which rooms they have completed) the area surrounding each door/pipe could be decorated with some Course Element that lets the player know what each room is based around.

### Prevent Exiting Challenge Rooms

To prevent cheese (grabbing a Pink Coin and leaving without completing the room) it is advised to prevent the player from leaving a Challenge Room from the door/pipe they entered from.

### Transition Pipe

Another useful feature to include is a transitional pipe that a player can enter to immediately switch between the hub areas without having to first complete a Challenge Room. This will allow the player to attempt the rooms in any order they like if they have trouble clearing a particular room.

## Advanced Tips

### Saving Progress After A Key Door

Although it is generally advised to *not* include hazards after a Key Door, there is a more complex setup that involves manipulating the Sprite Limit that can be included to save the players progress even after Key Death. This is sometimes referred to as "Infinite Checkpoint +1."

Save Progress in Pink Coin Levels After Key Door
## Example Levels

* [https://makerteams.net/teamjamp/level/JB1-DCF-63G JB1-DCF-63G JB1-DCF-63G] - Triple Jumps
* [https://makerteams.net/teamjamp/level/KNB-003-9NG KNB-003-9NG KNB-003-9NG] - Item Wall Jumps