Hello you lovely mario maker person my name is ceave and welcome back.
Today we continue our search for contraptions which forbid Mario to perform certain actions
in Super Mario Maker.
So far we already discussed don't jump, don't turn around and don't touch the
floor, but there is one last box we weren't able to check on our dangerous list of evil
so far.
And that is a working don't run contraption.
So here's the thing.
Until recently I believed that there is no way to check at any given moment whether Mario
is currently running or not, and that it's impossible to wire this to a p-switch or a
pow-block.
But that was until recently!
Thanks to our new, very best friend the off-screen noteblock and it's completely strange properties,
it's finally possible to build a contraption which reliably checks whether mario is walking
or running!
So what we are going to do in this video, is to take a look at a stage which features
this contraption alongside tons of other really weird tricks which all abuse mario maker's
loading logic.
So are you ready?
Let's do this!
Okay so first I want to take a look at the stage, and afterwards I want to talk about
how all the different contraptions work.
Mario finds himself at the beginning of a small brick block bridge.
There isn't really much going on here currently, but for some reason our plumber has the strange
feeling that there is more to this room than it currently looks like.
Once Mario left this pipe he finds himself in a room which bowser designed to teach mario
the don't run mechanic of this level.
If mario starts to run in this room, like he always does, a p-switch is triggered and
the exit of this room becomes locked.
Marios only chance to proceed now is to take the pipe through which he entered this room
again but this pipe is now suddenly blocked.
Weird.
So our plumber is trapped in the tutorial room until he figures out that running is
the problem, and that he is easily able to leave this room if he only walks in here.
It's really nice of bowser that he always makes sure that mario has a safe playground
to learn the unique gimmicks of his levels, it would be so much easier for bowser just
to kill mario a couple of times until he realizes how this stage works, but while bowser definitely
wants to get rid of mario, it looks like he also wants to play it fair.
Anyway once Mario understood the core mechanic of the stage he is allowed to proceed.
Now he is in an area where running is lethal, and collapses the floor.
To Mario's left is a locked door but ,luckily there aren't many other threats here.
Once our plumber slowly walks through this doorway, he becomes trapped in this area.
Hm… it looks like he has to find another way out of here.
But there is still not much going on here, I mean yeah there are a couple of piranha
plants which try to burn him, but that's basically it.
Why aren't there more threats?
At the end of this room is a door, Mario is trapped in here once again, and this door
is the only way for Mario to progress further, but where does this door lead him to?
It leads him to, to….
uhm, to the exact same room again.
But wait something has changed the door he took before is suddenly blocked but there
is now a vine growing out of the ground.
This vine gives Mario a red coin, the first of five which he needs in order to get a key.
Ooooh, I see mario has to make his way back now, through the same area through which he
came, but now the level has slightly changed so that he is able to get the five red coins
which were there all along.
And all of this while he isn't allowed to run.
Wow, looks like bowser got really creative here.
The second red coin is in the small room where the piranha plants shot at him before, and
is now reachable because a vine magically appeared, in this area a new vine spawned
as well, alongside with another terrifying piranha plant.
Then there is another new vine and fire spitting plant which grants our plumber access to red-coin
number 4.
This is the door which closed behind mario when he passed it before but this time it
does nothing.
Hm… maybe the door broke when it was triggered before.
Anyway the last red coin is hidden at the beginning of the stage, and now accessible
because of this new vine.
Collecting this red coin grants our plumber finally the key which he needs to open up
this door.
But where will this door take him to?
Will he be entrapped in a dangerous minigame?
Will he find himself in a room, where the floor periodically disappears if Mario touches
it, will he face a bossfight?
There is only one way to find out.
The door … leads Mario back to the beginning of the stage?
Uhm, weird he is now on top of the brick block bridge from before and as it looks he is trapped
in this area no..
OH!
Looks like there was hidden contraption which tested from which position Mario entered the
room.
Clever.
Now Mario is finally able to take the pipe at the bottom.
And this pipe finally leads him to a don't run boss fight against bowser jr!
In this area the floor collapses once again as soon as Mario tries to run.
So here he has to defeat bowser's son in an unfair battle.
While our plumber has to move really slowly and has to be careful not to destroy the floor
by accident, bowser jr is able to attack him as fast as he can.
Luckily Mario is so skilled at fighting against bowser jr, that he is even able to beat him
in this really unfair fight.
Hooray!
Once the fight is over Mario can open this door, which leads him to a couple of pow-blocks
which he can then use to finally escape this horrific don't run level.
And that's the stage!
Okay so there are four different tricks hidden in this stage which I quickly want to talk
about.
They all make heavy use of Super Mario Makers really interesting loading priorities.
So first let's talk about why the stage layout slightly changes the second time mario
makes his way through.
That's because of a very simple trick, all of these vine growing blocks and piranha plants
are spawn blocked in some way when mario makes his way through the first time.
This piranha plant for example can't spawn because there is a spawn blocking block block
directly below it.
But there is also a bob omb close to it which is forced to explode the first time mario
walks through this area which destroys the block block.
The next time this area is loaded the block is gone and the piranha plant is free to spawn.
Bowser uses this trick in one way or another over a dozen times in this level, and I won't
go over every single one of them, but if you want to check out the level and investigate
for yourself you can find the ID in the description.
The next thing I quickly want to explain before finally talking about the don't run mechanism
is this weird door.
So bowser structured the stage in a way in which Mario needs to first make his way to
the right, and then he needs to replay the same area, but with a slightly changed layout
coming from the left.
So in order to make this work he needs to trap mario at a certain point because otherwise
the area to mario's left would be re-loaded and it would be possible to beat the stage
via re-loading the areas which would be against the core concepts.
But Bowser can't put a one-way door here in order to trap Mario, because our plumber
needs to make it through this door on his way back.
So this door is the solution.
This door closes behind Mario the first time he walks through it, and stays closed from
then on, until the room is reloaded.
Then the door becomes inactive.
So the way this works is a little bit too complicated for my likings.
The thwomps drop down when Mario walks through and destroy the brick blocks here and the
chain chomp.
The chain chomp blocked the bullet blaster which then drops down and blocks the door.
But if the door is re-loaded these shelmet launcher spawn and trigger the invisible blocks,
which prevents the bullet blaster from dropping down.
We need this thwomp and bullet blaster contraption here twice, once to the right and once to
the left because of the loading priorities.
Okay so loading priorities, if we toy around with contraptions that use the off screen
loading in super mario maker, we have to be careful what we do because one and the same
contraption doesn't always behave the same way depending on how it was loaded.
Let's take this super small contraption as an example.
We have a muncher which drops down, and a bullet blaster which moves to the left towards
the muncher.
Once we start the game the muncher drops down and blocks the bullet blaster right?
Well right, but what if mario comes from the left?
The muncher blocks the contraption like before right?
Well wrong.
The muncher lands on top of this contraption.
So why does this happen?
Well here's the thing.
The game loads everything which is currently inside of the horizontal camera borders plus
four blocks to the right and four blocks to the left.
So if Mario approaches this contraption from the left, the different parts of the contraption
are loaded at different times.
First the muncher is loaded and drops down, but the blaster is only loaded once Mario
is two blocks further to the right.
But if Mario approaches the contraption from the right, the blaster is loaded first, and
gets transported on the conveyor belt, then mario goes another block to his left and the
blaster is loaded once again, while the muncher still floats inactively in the air.
Only when Mario goes to the left another block the muncher is loaded but at this point the
bullet blaster is already below the muncher.
That's cool isn't it?
But what's even cooler about this design is that we are actually able to use this muncher
as the information from which side Mario approached an area of the stage.
The collapsing brick block bridge at the beginning of the stage works exactly like this, this
little contraption does nothing if it is loaded when Mario comes from it's left, but triggers
a p-switch when it is loaded while Mario approaches it from the right.
Because of this the brick block bridge only collapses the second time Mario is in this
area.
It's really important to keep the order in which objects are going to get loaded in
mind, for two reasons.
First it's incredibly easy to end up with a mechanism that bugs for no apparent reason
and second because it is really important to understand this in order to understand
how the don't run mechanism works.
Because now things become really, really weird.
So youtube user Jared Wood recently left me a comment asking whether noteblocks on tracks
are loaded when on screen, and this is probably one of the most clever comments I've ever
gotten because the answer to this question is simply fantastic.
The answer is yes and no.
The block is loaded and unloaded at the same time.
The block changes its behavior depending on if someone looks at it.
It's basically Mario Maker quantum physics and I love it!
So here's what happens.
This is what a don't run cell looks like.
This mechanism triggers a p-switch when it is loaded while mario runs, and does nothing
if it is loaded while mario walks.
The reason why this is possible is because the note block is actually half-loaded when
four blocks away from the camera, but only full loaded when inside the camera boundaries.
The note block on tracks starts to move as soon as it is four blocks away, but the note
block is only able to lose what's inside of it if it is inside the camera boundaries.
It's in a really weird state where it is loaded and unloaded at the same time, and
as far as I know no other entity in the game behaves like this.
It is actually so weird that I believe this is intentional.
So in order to avoid confusion I'm going to refer to the different loading parts of
the block as the track part of the note block, and the content part of the note block for
now.
The magic trick is the following.
The track part of the note block is loaded when the camera is four blocks away, then
the note block moves one block to the left and afterwards two blocks to the right.
Then the muncher hits the note block.
If only the track part is loaded nothing happens but if the content part is loaded as well
the p-switch is triggered.
The thing is, if Mario walks, he moves so slowly that the content part is never loaded
which deactivates the contraption, but if Mario runs the content part becomes visible
and loaded and the lethal p-switch is triggered.
That's so cool, but it gets even better because the same is true if mario approaches
the cell from the other side.
The content part is only loaded when mario runs once again, which means this little contraption,
which uses only 4 items that count towards the entity maximum is a perfect don't run
reviser for both directions.
This game is so funky!
But there are actually two limitations to this design.
The first one is that Mario needs to start above the contraption so that the camera moves
from above on top of it and not the other way around because otherwise every cell is
triggered immediately, and the contraption only checks marios speed for this exact camera
position.
If the camera is only one block higher or lower it stops to work.
Okay so that's basically it but before we end this video I've got a small Mario Maker
Magic Trick for you.
So here are two blue platforms on top of tracks.
If Mario triggers them both they drop down.
But, if our plumber runs to the left of the map, far enough that both platforms definitely
get unloaded and then runs back to the platforms one respawns while the other one does not.
If someone of you knows how this works feel free to leave a comment that explains this
interesting little trick, I'll explain how this works at the end of our next video.
I hope you enjoyed this little video, if you enjoyed it don't forget to leave me a thumbs
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subscribe button as well.
I hope you have a wonderful day and to see you soon.
Goodbye!
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