7 Basic Super Mario Maker Tricks, that work in Super Mario Maker 2!

So Super Mario Maker 2 will release in about
two months, yet we still know surprisingly little about the new game. All official new information we got was the
90 seconds trailer, and some pictures on a japanese promotional poster. So here we are, with very little information
about the new game. But while we don’t know a lot about all
the new tricks that are going to be possible in the sequel, we actually know a lot of crazy
mario maker 1 tricks that are very likely still a thing in mario maker 2. So today we are going to recap seven very
basic concepts and tricks that allowed us to build crazy stages in the first mario maker
and are likely to allow for even more crazier levels in the sequel. So are you ready? Let’s do this! Okay so the first thing we are going to take
a look at is signal transportation and transformation. So when building contraptions we often find
ourselves in the situation that we want to make something happen if a condition is met. Like if mario jumps, then destroy the floor,
if mario enters the room then close the entrance, if an enemy dies then trigger a p-switch,
if mario reaches this tile, then drop an enemy onto his head and so on. It’s basically a good idea to think about
mario maker in those if-then sentences, because it makes it easier to plan crazy contraptions. A huge part of this video, and the second
part is just talking about how to write if cases so that we are able to test for certain
specific things, but even if we actually manage to test for the most craziest things imaginable,
like whether mario dropped down two different blue platforms, it’s useless if we don’t
know how to get a certain met condition into actually doing something. So how do we transfer signals in mario maker? Well the answer is with shells and question
blocks. So basically a triggered question block allows
us to give any output we want. For example this is how a triggered question
block activates a p-switch, this is how it triggers a pow-block, this is how we spawn
a key, how we get it to drop something down, and this is how we get it to destroy blocks. The way we can transfer the information that
one question block was triggered to another one is usually by using shells. If a shell hits a block, the block gets triggered. Simplest stuff! Shells start to move as soon as they touch
a spring, so for example here is a setup where a shell transfers a signal as soon as our
plumber hits his head against this block. Here is a setup where the shell starts to
travel as soon as a pow block goes pow, here’s how to transfer a signal as soon as a p-switch
is triggered and so on. All of this should be really self explanatory,
and on it’s own doesn’t do much, but that’s basically the back bone for every crazy mario
maker contraption possible, you know what, let’s build a crazy and useless contraption
that does nothing, but transfer and change signals around. So here mario finds himself below, well below
something. This question block activates the whole something. So ladies and gentleman, from our apparently
still ongoing series what is the most complicated way to trigger a p-switch, I proudly present,
the signal transformation solution. Hooray, maybe let’s watch this again in
slow motion. What basically happens here is that we just
use different ways to trigger question blocks, to trigger question blocks to trigger question
blocks until this blaster drops down. So when planning to build something crazy,
it’s always a good idea to get the input and the output into a form where a question
block starts and ends the whole thing, because question blocks can transfer and transform
signals the best. Which brings us to our next puzzle piece for
building complicated contraptions. Sometimes we don’t want to immediately cause
something when our input question block is triggered, but only to do something after
a certain amount of time has passed. Which is when we need a timer. A timer basically takes an input, and after
a certain amount of time has passed causes an output. An example on how to use this would be this
little stage. Here mario finds himself in a long corridor. As soon as he enters this room he activates
a shelmet timer and becomes entrapped, like so many times before. Now he has to survive a battle against bowser’s
son until the timer expires, and the output question block starts to grow a vine, marios
only chance to escape this horrific trap. Hooray! So here we had our input be mario walking
over this note block, and our output was that a vine started to grow after the timer ended. But we can actually quickly change this into
something completely different just by using different inputs and different outputs. For example here we have a very similar room
prepared for our poor plumber, but this time we use a different input and a different output
to create something completely different. This time we start the timer by hitting this
p-switch, then we first have a couple of threats drop from the ceiling, before we drop even
more threats from the ceiling, before we open up the exit, this time by triggering a pow
block. It’s the same but different! Anyway the way we delay the time that passes
between input and output is just by blocking the shell with a couple of brick blocks. There are literally dozens of designs for
timers possible in mario maker, and there will be much much more in the sequel judging
by the few items we have seen so far, so I won’t run over how to set all of them up,
but this design, the shelmet timer, is probably the easiest to set up and most useable one. If we needed different outputs while the timer
is running we could simply build something like this, if we need a different input our
output it’s easy to change and if we want to extend for how long the timer runs all
we have to do is to add a couple of brick blocks. Shelmet timer – best timer. Alright, so next let’s talk about a way
less complicated little trick that is often overlooked by new players. Let’s talk about tracks. Because of the way tracks work it’s not
possible to put several items on tracks on top of each other, they just overwrite themselves. But also thanks to the way how tracks work
it’s possible to stack different items nonetheless. All that we have to do is to have all the
items we want to stack on a diagonal track piece. Once the game starts all of them drop onto
the exact same spot, and hooray they are stacked. Here we use this to create a small chase sequence. This monstrosity of an enemy, that is probably
best described as a best off, of everything that mario hates, slowly moves along a track,
while shooting, spitting and spiking. Marios only chance of survival is it to run
and to jump perfectly, like so many times before, until the saving exit door appears
on the horizon. Hooray! Okay so next let’s talk about a simple but
incredible useful trick for building complicated stuff. Let’s take a look at how to test for marios
vertical and horizontal position. So here we have a classic jump detection contraption
set up. So what does a jump detection contraption
do, you might ask? Well a jump detection contraption is a contraption
that detects jumping. In this case it triggers a p-switch as soon
as mario jumps, which transforms the floor into shiny yet deadly coins. But a jumping detection contraption actually
doesn’t detect whether mario jumps. What it actually does, is checking if marios
vertical position is below this line. As soon as mario is above it, an input is
activated, here we just activate a p-switch. The way this works is by using thwomps. Thwomps are very angry creatures but even
their anger is limited, it’s limited to 14 blocks vertically and 2 blocks horizontally. Only if mario is inside this area, a thwomp
gets angry and drops down. This simple fact allows us to easily get an
input as soon as mario crosses a certain position. In the first part of this little example level
we use it to test for jumping, but once mario enters this little room we use it to simply
test for his horizontal position. Once mario is inside the room, the entrance
closes and our poor plumber becomes, you guessed it, entrapped once again. Once a timer expired the entrance opens up
and mario is allowed to leave. Again. The way we close the entrance here is simple
by using a thwomp to test marios horizontal position. Once the thwomp gets angry, this input question
block activates a shell that in consequence drops the blaster down. The shelmet timer is set up in a way that
it starts to run as soon as it loads and triggers a p-switch as soon as it ends. The p-switch signal gets converted into a
triggered pow block by this contraption, which defeats the enemies and drops the coins onto
the floor, so that the exit doesn’t close once the timer runs out. Super simple stuff. Just as a side note, since it is something
that’s easy to miss for new players. Winged spineys shootout dangerous and ouching
spikes every once in a while, which is a really interesting obstacle. One interesting way to use this, is by using
a setup like here. Here we immobilized them, by putting them
on top of a muncher, which creates a dangerous enemy tower, that periodically shoots dangerous
spikes into a specific area. Alright so let’s talk about another useful
technique that is very likely going to be still a thing in Mario Maker 2. Item towering. So it’s not the best guarded secret that
enemies can be stacked on top of each other in super mario maker. What’s less obvious, is that enemies can
not only be stacked perfectly straight, but that it’s easily possible to build huge
buildings on top of a single enemy. The classic example is a mole car, where we
just drop munchers on top of a monty mole in such a way that the little mole starts
to carry a huge and controllable platform. But there are more ways to use this. Here for example we stack munchers and blasters
on top of a single koopa, until the poor koopa carries a complete boss arena onto his shell. What a hero. So once we start this level mario is in the
middle of this walking boss arena, together with the heir to the koopa throne himself. Bowser jr. Now it’s plumber vs. turtle. Only one of them is able to survive here. Mario defeated bowser jr hundreds of times
before, but maybe, maybe this is jrs moment. Maybe this is the time where mario doesn’t
manage to defeat bowser’s son. Maybe this … well maybe next time. Okay so two basic techniques left for us to
investigate today. Next let’s talk about spawn blocking. Spawn blocking describes the mundane act of
preventing an entity from spawning, by blocking it’s spawn. So in mario maker it’s possible to have
an enemy and a ground block on the same layer. Like here. We can put this bullet blaster onto this spot,
even though there is ground. If we now start this level the blaster just
doesn’t spawn, because the ground block, blocks it’s spawning attempt. That’s something that looks super useless
but is actually the core concept behind tons of crazy mario maker shenanigans, for a very
simple reason. We are actually able to un-spawn-block something. Take a look at this example, here we once
again have a bullet blaster, this time on top of brick blocks. If we start this scene, the blaster once again
is unable to spawn. But. If we now trigger a p-switch, and enter a
door that takes us back to this exact area, then, hooray, this time the blaster spawns,
since the brick blocks are now nasty coins. It’s usually easier to set something like
this up with bob ombs that go boom close to a spawn blocking block block, but destroying
brick blocks with something like a shell or mario’s head works as well, and in mario maker
2 – two state blocks are very likely to spawn block entities as well, which is going to
be huge. So a spawn blocked entity doesn’t load until
the spawn blocking thingy is taken care of. But sometimes we actually want to have something
only load once, and then to get spawn blocked on further re-loads. If we want to do something like this we can
use this shell-spring invisible question block set-up. The first time all entities load, then the
invisible block is activated, which doesn’t destroy entities on top of it, but blocks
them from spawning from then on. So let’s use those tricks to create a small
challenge for mario. So here mario finds himself in one of bowsers
seemingly countless castles. There is only one path forward, the one at
the top. But this path takes our plumber back to where
he just was. But this time a couple of things actually
changed. First a blaster loaded this time, which makes
this area slightly more challenging, and second and more importantly, this time the upper
path is blocked, but the one at the bottom is now open. This path, leads to the real exit door. The reason why the blasters sometimes load
and sometimes don’t is just because we control their spawn behavior by spawn blocking. Which leads us to the final basic trick for
mario maker 2. Counting. Let’s first take a look at an example before
taking a look at how it works. Alright so mario survived the castle, but
now he is in a haunted house for some reason. Oh no! Not again! As soon as he starts to explore the house,
a gigantic ghost tower starts to chase him. There are two exit doors, but one is completely
unreachable and the other one just loops back to the beginning. Every time mario re-enters this area a new
bullet blaster drops from the ceiling. So there is no blaster at first, then one,
then two, and so. Only when mario makes it through this area
for the fifth time something new happens, because the fifth time, the ground below the
looping door, suddenly magically disappears, but the path towards the real exit door at
the top suddenly opens up. Hooray! So why did this ghost house know when mario
entered it for the fifth time? Well, it knew, because it’s able to count. This is how the house counts. Basically every time this area loads a muncher
drops onto a bob omb. The first time the bob omb destroys this block. The next time, the bob omb drops down further
before going boom, which means it destroys this block. Then that one, and finally this one last. This block is spawn blocking a shellmet spring
contraption that only loads the fifth time mario enters the room, and then triggers a
p-switch and a pow block. That’s the whole trick behind counting. The way we get more and more blasters to drop
down is the same. Okay so that were seven basic tricks that
are very likely to still work in mario maker 2, and hopefully proof helpful. Sorry to all mario maker veterans, I know
that all of that was super basic stuff, but I think it makes sense to get a lot of the
tricks we discovered over the years bundled into a video or two, so that they aren’t
all over the place for new players once the sequel drops. So with that being said, thanks for watching
this little video, I hope you enjoyed it. if you enjoyed it don’t forget to leave
me a thumbs up and maybe you feel especially hyped today, and want to hit the subscribe
button as well. I hope all of you have a wonderful day and
to see you soon. Goodbye!

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100 thoughts on “7 Basic Super Mario Maker Tricks, that work in Super Mario Maker 2!

  1. It's ironic that in the most complicated way to trigger a p-switch there is a p-switch in the signal below the muncher

  2. Me: ah relax..
    YouTube: new upload
    Me: yay a new ceave gaming vid about mario maker!
    Calander 5/10/19

  3. Can you try making Mario maker tech in smash Bros stage builder? It would be very cool to translate one from another!

  4. I found a newer way to do the black hole glitch and I don't think nintendo tried to patch it in mario maker 2

  5. You've basically just taught logic based programming as a concept by using Mario maker. That's amazing.

  6. What?!?!?!!?!?!?!?!? To make the most complicated way to trigger a P switch NEEDs a P switch to trigger the real P switch but the P switch that triggers the P switch will probably already triggered the door in the first place!!!!!!!!

  7. 4:20 those piranha plants on the chain chomps things look like piranha plants in pots from super smash bros ultimate

  8. Two weeks from this video:

    How to make a computer that can play Super Mario Maker 2 in Super Mario Maker 2

  9. Ceave:*Makes Amazing Contraptions.*
    Nintendo:Oh Yeah Well I Am Going To Borrow These Ideas
    *adds win goals*(dont jump, floor is lava etc)

  10. I built a smm level using all of those, just to showcase for me and maybe others. It was surprisingly difficult and my WiiU hard drive keeps failing so I really really hope that it won't delete this level.
    Also now I hope that you can copy paste things through level sections. I might have put too many stuff in [1] and too less in [2].

  11. How do you trigger questionnaire blocks to trigger questionnaire blocks to trigger questionnaire blocks to trigger questionnaire blocks to trigger questionnaire blocks to trigger questionnaire blocks to trigger questionnaire blocks?

    its actually surprisingly simple!

  12. I made a really cool level showcasing these mechanisms: the timer and the entrance closing mechanism.
    I think that your videos are really cool! And once Mario Maker 2 comes out you can do even more stuff!!!
    Here's the level ID: CA8E-0000-03EB-1E60

  13. Except mario was still nice to the spinies forced to shoot 0uch1ng 5p1k35 at him, he freed them when he left too at 7:42

  14. The most complicated way to trigger a p switch would be to make a level that is full of contraptions. A contraption that opens a contraption and so on. All for the end goal of triggering a P switch.

  15. People: How are you going to make Mario Maker 2 release early?
    Ceave: It’s actually surprisingly simple!

  16. I can think of 1 thing that would only work in Mario maker 2. When I get the game I will call it P-separator

  17. I am currently trying to recreate the trap at 4;34 and I copy you verbatim. It does not work. First the plants wont drop unless you get rid of the back ground. Second when I get everything to drop my plants are not elevated like yours and pnly one red cannon gets destroyed by the POW. This only works if the red cannon on the righ drops before starting anuthing…its broken.

    The pnly way I can sort of make the flowers elevated is by standing them on a chain chomp. Mine don't disappear…this is annoying.

  18. SMM DIED BECAUSE OF SMM2! ILL BE COMMON IN ALL SMM AND SMM2 VIDEOS! so if you do not see me, good job.

  19. getting 8789172398172389127391823721983719823719823719823712983719823 billion coins is surprisingly simple

  20. Thanks for all the effort you put into your videos i respect that a lot and it helped me a lot in so many ways. If i didnt have a fever right now, this would be so much easier to follow its something I'll need to rewatch when im not sick lol. Thanks again

  21. Okay…my first response was not answered…that's alright. Here is what I am doing and I think it will help more players make great stuff for us to play. I'm putting together a level with all of the tricks in this video (slightly different layout) and giving you the credit (I would never steal from anyone). I still have quite a bit left to finish. If you are not okay with this let me know and I will stop with no hard feelings; However; I do feel that many will truly benefit from this.

  22. These videos are great for new mario makers and incredibly useful! I couldn't find any other videos showing mechanics like these. Please make more now that SMM2 is out!

  23. Can anyone recommend a video that explains spawn blocking clearly? This one and an earlier video called “advanced techniques” don’t explain it very well. They just kinda blow through the concept super quickly.

  24. Me: Can you make a complicated way to trigger a p-switch in a way that the players are part of the contraption?
    Ceave: I T ‘ S A C T U A L L Y S U R P R I S I N G L Y S I M P L E

  25. THIS! This is the best video EVER.

    I bought MM1, but never really bothered tinkering with any of these trigger mechanisms. So when I got MM2, I decided I wanted to start trying some of this stuff out. This video is exactly what I needed to get started on the right path.

    EDIT: I am subscribing to your channel so hard right now.

  26. Hi, I'm new player of super mario maker 2. I'm try to understand about how could I build contraption in super mario maker 2.

    And I couldn't replicate the contraption demoed at 2:17.

    When I dragged a spike shell into horizontal spring, the spring just bounce to the bottom of screen and disappears. Is this a difference in super mario maker and super mario maker2?

    If so, as I found place a spike shell into a horizontal spring is a common trick for auto-trigger an contraption in mario maker 1, is there other ways to do this in super mario maker 2?

  27. The "Most Complicated Way To Trigger A P-Switch" thing you made activated TWO P-Switches, not one.

  28. If I may request.. Would you be willing to make a contraption basics video for SMM2? I love level building but there is so much I want to learn how to do, but the lack of basic tutorial videos on SMM2. Thank you! Also, reader, if you know of some good videos I would also love for some links

  29. If you are reading this, then you are wasting precious time reading the comments. You will probably comment or like this, but you will waste more time. You are now thinking what I am on about, probably thinking that I am on something. However you are just wasting more time reading my comment. I have just wasted precious moments of your life that you could have spent sleeping or eating. If you just realised, I have wasted more time explaining that I have wasted time. For this reason you might as well like this comment, as you might as well waste more time. Thank you for your wasted time.

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