How to recreate Pokemons Battle System in Super Mario Maker!

How to recreate Pokemons Battle System in Super Mario Maker!


I love Mario Maker and Mario games, but sometimes
when I play Mario Maker I really wish that I was playing pokemon instead, but whenever
I play pokemon I suddenly want to play Mario Maker. That is a real problem! I believed that this is a problem without
a solution. But since Turn based combat won the official
idea of the year election I finally decided to sit down, and to try to solve this massive
problem once and for all. Today we are going to take a look at two designs
for turn based pokemon combat systems in super mario maker. One system which features attacks that can
crit and miss, and follow the effectiveness table of the original pokemon games, and one
system where attacking is actually a turn based combat, without the need of attack mini-games,
that features at least some sort of depth, and is one of the most complicated mario maker
system I ever built. So are you ready? Let’s do this! Okay so the first pokemon battle is against
a wild thwompdude! Mario attacks first, our plumbermon has the
option to choose between four different attacks. A ground attack, an ice attack, a fire attack
and of course a grass attack. The thwompdude is obviously a stone type pokemon
so ground attacks are very effective, ice hits normal, fire isn’t effective and grass
is very effective as well. It looks like our marimon decided to use his
ice attack first, let’s call the attack blizzard. Each attack is represented by a small minigame,
and depending on how good our italian jumplion plays the minigame the attack either misses,
hits or deals critical damage. This is represented by the exit pipes. The lowest exit pipe is a miss, the one in
the middle a hit and the highest is a critical hit. It looks like this blizzard is going to hit
normal. Once the attack phase is over, our plumber
who wants to become the best trainer in the world finds himself in this screen. The blocks at the top right corner represent
the thwompdude health. Once his health reaches zero mario wins the
fight and is allowed to obtain the flagpole of this arena. Now the thwompdude attacks. The stone pokemon only has one attack, mario
needs to survive here until a timer runs out and then he is transported back to the attack
selection screen. Our marimon decides to attack once again using
the ice attack. Hm it looks like he didn’t play much pokemon
as a child otherwise he would know that using the ground attack against a stone type would
be a better idea. Anyway this time our mustached pokemon manages
to hit critical and deals two instead of only one damage. Now the thwompdude attacks once again. If our plumber actually wants to become the
best pokemon trainer in the world he really shouldn’t lose this fight, but he has only
one HP left and the thwompdude won’t miss him forever. Because of this he now decides to use the
grass attack. Let’s call this attack growth. Here our plumber can’t deal damage but he
can grow in order to heal. This attack is once again a small mini-game,
he either gains a mushroom, or a fire-flower. Both heals him and makes him grow, but it
also does’nt deal any damage. Okay so let’s fast forward a little bit. Next our marimon decides to use the ground
attack. Here he has to make his way upwards in order
to hit. If he reaches the top it is once again a crit. The first time he uses the ground attack it
fails which means it deals no damage at all. The next time he uses this attack he gets
a standard hit which means he should deal one damage, but since ground is very effective
against thwompdude the attack deals two damage. Next we use the fire attack. Here Mario has to ride the platform to the
end in order to deal damage. Since fire isn’t very effective against
thwompdude the attack either misses or deals one damage, but will never crit. Next we use a ground attack once again and
this time the ground attack deals critical damage. This means that the attack deals not only
two damage because it is critical, but four since it is very effective as well. This is enough to defeat the poor thwompdude
and allows our trainer who wants to become the best plumber in the world to finally touch
his flagpole. Okay so how does this design work, well it’s
actually surprisingly simple! We use the fact that shells only become loaded
once they are no more than four blocks away of the current camera border. At the top are two shells, one is always activated
when mario enters the room, the other one only becomes activated if mario enters the
room from the left because otherwise it won’t become ever loaded. We have four different damage numbers that
mario can potentially deal to the thwompdude. 1 damage, two damage four damage or no damage. All that we need to do in order to get these
different damage numbers in is to let mario enter the room through different camera angles,
because then a different amount of shells becomes loaded. This entry point is no damage, since the shell
blocks the damage path and no shell is able to hit the thwompdude. This pipe deals one damage, because only one
of the two damage shells becomes activated. If Mario enters the room through this pipe
however, two points of damage are dealt because both shells activate. The four damage system uses a super simple
trick. We enter this room in a way that both shells
are activated, than force mario to wait for the bob omb to explode, and then re-enter
the room again in a way that two shells deal damage. 2+2 is four! Hooray. If you want to build such a design for one
of your own stages I’d highly recommend to only go for two or three different attacks. I actually wanted to randomize the thwomps
attacks here, and I wanted to add a lot of other features to this design, but I ran out
of transport pipes. Okay so let’s take a look at the second
design! Here our mariomon has to fight against a beetle. Here he has to choose between three attacks,
a standard attack that always hits for one, a move that deals zero damage but doubles
his attack power, and a move that either misses, deals one damage or cirts and deals two damage. Okay so before Mario attacks just a quick
question? If Mario was a pokemon, which pokemon would
he be? I actually wrapped my head around this question
before making this video but I was unable to decide this. Would he be a snorlax, a drowzee, a bewear,
a lickilicky? For other characters of the mario universe
this question is so easy to answer. Bowser is obviously a emboar, toad a breloom
and luigi a Zygarde in it’s complete form but I just can’t decide what mario would
be, maybe you wonderful people are able to help me out. Anyway so Mario decides to use the standard
attack first. This transports him to the attack screen,
here we have to wait until the attacks are loaded. The HP of the beetle is once again shown in
the top right corner. The standard attack deals one damage. Afterwards the beetle attacks. This beelte actually has two different attacks
and it’s AI is programmed to choose one of the two by random. The first attack our marimon has to survive
is flight. The beetle flies high into the air and drops
down afterwards and tries to hit our plumber this way. Once the defend phase is over it is time for
our plumbing trainer to attack again. This time he decides to take the attack which
either hits, misses or crits. It looks like the attack dealt exactly one
damage, not the best but also not the worst outcome. Then the beetle attacks again, but since we
saw this attack already before we are easily able to avoid all damage here and then it’s
attack time again. This time Mario decides to go for the saw-blade
move. This move is really interesting as it does
nothing on it’s own since it deals no damage, but it makes the other two attacks significantly
stronger for the rest of the fight. But that’s not all, since the attack buff
is so significant, the attack was designed to only have a single Power Point, which means
our marimon is only allowed to use it once per fight. We are going to skip the defense phase here
since the beetle decided to use flight once again, and reenter the attack screen immediately. The sawblade attack is now blocked since there
are no PP left for it. So our plumbing pokemon has to choose between
the two attacks left. The standard attack now deals two points of
damage since mario doubled his attack stat. This time the beetle uses the other attack. Here our pokemoning plumber has to doge the
beetle shell until a timer runs out, while he also has to avoid to take damage by the
beetles which fly above him. Okay so the buffed randomized attack is the
last one to show off before we can take a look how everything here works. This attack got buffed as well and instead
of 0,1 or2 damage the attack now deals 1,2 or 3 damage. This time the attack rolled only one damage. Now Mario only needs to attack one last time,
which defeats the beetle, grants him a key and allows him to finally leave the stage. Hooray. Okay so how does this work, well it’s actually
surprisingly complicated. The whole design makes heavy use of the off-screen
spawning rules, and it is really hard to explain because most of the stuff happens off screen. Okay so we have a couple of systems in place. We have the standard attack which usually
deals 1 damage but which can be buffed to deal two. We have the randomized attack which usually
deals 0, 1 or 2 damage and can be buffed as well, and we have the buff attack which is
able to buff the other two attacks. All of this only works because we know at
all times where the camera is going to be when mario enters the room, because of this
the room has three different entry points, which represent the three different attacks. Different things happen at different camera
positions, because of mario makers really strange quantuum loading properties. I’ll explain all the different loading tricks
in one of my upcoming videos in detail but in order to understand how this design works
we need to quickly talk through a couple of tricks. So shells are only activated if they are no
more than four blocks away of the current horizontal camera border, but they load no
matter of the vertical camera position. Note-blocks are different, their bounce part
follows the exact same loading logic as shells, but they are only able to release their content
if they are inside of the current vertical camera position. And then there are clown cars which need to
be inside the vertical camera in order to start to move, and have a really interesting
code for horizontal activation but that’s a different story for a different video. We combine these tricks in a couple of interesting
ways in order to get the attack system to work. The simplest example is probably the power
points system for the sawblade attack. There is a bullet blaster that is spawn blocked
here, and a small schrödingers note-block contraption that only activates once on screen. This contraption destroys the brick-block
which is spawn blocking the bullet blaster and because of this the blaster loads the
second time this area is loaded. So we are able to deactivate this attack after
one use by simply putting it’s entry door higher than the other attacks, because of
this the camera moves up and the next time mario is in this room this attack will be
blocked. The skeleton roller coaster here basically
acts as loading, we have to slow mario down before he enters the next area, because the
contraption at the top needs a second to do it’s thing. The next simple part of the contraption is
the randomized attack. There are two simple clown car randomizer
to the right here. These activate and either drop down none,
one or two shells. The reason why this attack only activates
when mario uses the randomize attack entrance is because of a really interesting clown car
trick. This clown car, note-block, cannon bob omb
setup only triggers if the contraption is on screen for a moment. If loaded the bob-omb goes boom and destroys
this question block which contains a vine. Question blocks containing vines respawn always
so this contraption is always blocked when the room is entered, but if the contraption
is on-screen the question block becomes destroyed and the random amount of shells that dropped
down are able to enter the actual damage pipeline and to deal damage to the beetle. Okay so the basic attack. This one on it’s own is simple as well. It’s basically the same system we used in
the previous pokemon design. Here we enter the room at the bottom which
means all contraptions that only activate when on screen are deactivated. The room is built in such a way that the basic
attack shells only activate when mario is one block to left of the room border. So only if mario is in this area the basic
attack is triggered, and the only way to get this far to the left, is by entering the room
through the standard attack door. There is a one way door hidden behind the
door in case you are wondering. Okay so the basic attack only activates when
loaded from the left, and the randomize attack only activates when loaded from the top, so
far so simple. The really cool thing here is how the attack
boost system works. What we basically do when entering the attack
room through the attack boost door, is we load the left area and the top area at the
same time, but we do not load the most right area. So the first thing that happens when entering
the room at this position is that the clown car randomizer to the far right do not activate,
because of this the randomized attack isn’t triggered. Then there are some schrödingers noteblock
shenanigans going on to the left here, these noteblocks only release their content when
inside the current camera border which means they only activate when we enter the room
through the attack boost door. These noteblocks do two different things at
once. First they are set up in a way that they block
the basic attack shelmets so that no damage is dealt when using the attack boost attack. Second they de-spawn-block these two shells. The bob-omb only goes bam if on-screen, but
if he does then these two shells are able to spawn every time from now on when the room
is loaded. The shell in the top left corner now only
spawns when we use the basic attack, and this is the reason why this attack now deals two
damage instead of one. Hooray. The second shell is wired up to the randomized
attack. This shell is now basically added on top of
the randomize attack, but only able to enter the main attack pipe if the clown car note
block door was opened. This door only opens when we enter the room
through the randomizer attack door, which means that instead of 0-2 damage the attack
now deals 0-2 + 1 damage when loaded, resulting in 1-3 damage. We buffed the second attack hooray. I’ll admit that that was a little bit complicated. Just one more small thing, two block wide
gaps are able to track how often a shell passed them for some super weird, but useful reason. The first time a shell travels over a two
block wide gap it will make it’s way over it, but if the shell travels the same way
back it will drop into the hole. That is a really useful trick for wiring up
systems like this one. Okay so that’s my take on pokemons turn
based combat. I uploaded both designs, if you want to investigate
how they work for yourself you can find the IDs in the description. I actually wanted to have not one fight but
two, and to implement a ™ system between the fights where mario is allowed to learn
one of two different attacks which he can then use in the fight that follows. The funny thing is these systems can be built,
the only problem is that the item, door and space limitations in mario maker are so draconian
that I wasn’t able to fit all of this in a single stage. I think it is really fascinating that it is
possible in theory to built such systems with buzzy beetles and clown cars. If we ever get a mario maker switch, with
less limitations that’s one of the first things I’ll try to pull off. Oh and there is another thing. The the lava is floor glitch sadly got patched,
and because of this I’m not sure how to do the well earned extra video for this design. I thought it would be fun to do another glitch
showcase instead, but I kinda ran out of interesting mario maker glitches so I thought I’d ask
you for help. If anyone of you knows a mario maker glitch
feel free to leave me the ID to a level showcasing it, I’ll showcase my favorite glitches in
one of the upcoming videos. The next video will be a look back at mario
64 as long as everything goes according to plan. With that being said, I hoped you enjoyed
this little video, if you enjoyed it don’t forget to leave me a thumbs up and maybe you
feel especially pika today and want to hit the subscribe button as well. I hope you have a wonderful day and to see
you soon, goodbye.

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