Is it Possible to Recreate Super Mario Maker 2 Features in Super Mario Maker?

Is it Possible to Recreate Super Mario Maker 2 Features in Super Mario Maker?


So Mario Maker 2 for the nintendo switch is
just a couple of months away from being released, and at first glance it looks like the sequel
will add many new and awesome things that aren’t in the first game. Custom autoscrolling, fire bros, two state
blocks, snake blocks and slopes are just a couple of examples of all the new, and amazing
tools the second mario maker is going to add. But … are those really additions? Are those really new features? Or is most of the new stuff already very much
possible in the first version of the game? So today we are going to investigate this
eternal question, we are going to try to perfectly recreate seven of the many new features showcased
in the mario maker two trailer, and we will finally find out, how much of the new stuff,
is actually new. So are you ready? Let’s do this! So let’s start by recreating the little
evil firebros that decided to hide in the top right corner of the trailer. So here is our first recreation. … Awesome isn’t it, there is barely any
difference between the trailer fire bros, and our fire bros, simply astonishing. … No I’m obviously kidding, that’s no
fire bros, that’s just a piranha plant on top of a muncher. While this contraption throws up fire like
a real fire bros would, it lacks one of the defining characteristics of a fire bros. It doesn’t awkwardly jump annoyingly randomly
around. So let’s fix this. Here we have a real fire bros. This time we once again use a piranha plant
on top of a muncher to capture the essence of a dumb fire bros, but this piranha plant
muncher team is sitting on top of a contraption that makes it jump into the air after a random
amount of time passed. Now our recreation is just as awkward annoying
and random as a real fire bros. Hooray! The contraption that makes our totally a real
fire bros jump randomly into the air should be pretty self explanatory. Basically we have one bullet blaster on each
side that shoots out highly motivated shelmets. There is a block on tracks that blocks the
blaster from shooting periodically. Since when blasters shoots is slightly randomized,
mario never knows when the fire bros is about to jump. If a shell actually makes it out of the blaster,
then it hits this little jumping device, which, as the name suggests makes the fire bros jump
into the air, and afterwards falls into a pit, so that the blaster is able to shoot
again. Next let’s recreate something easy, the
snake blocks. So here Mario finds himself in a dangerous
overgrown tower. There are once again evil creatures spitting
fire towards our heroic plumber on an important mission, but this time the plants don’t
jump randomly around. Instead the challenge here comes from riding
this snake platform towards the graceful exit door. Our snake block recreation contraption here
works because of, well it works because that’s just how tracks work. That one was easy! Let’s do something more difficult next,
let’s do slopes! Here we have a classic mario level setup,
featuring everything that should be here. There is a goomba, there are semi solid platforms
and of course, there is a sloped surface. But this sloped surface is actually not just
an ordinary slope, because this slope is superior to normal boring slopes. First it’s not possible to accidentally
slide down like it is on normal slopes, which is definitely a huge plus, second using this
slope doesn’t count towards the very limited block limit, but counts towards the enemy
limit instead, which means we are free to place much more normal ground blocks in a
stage and third and most importantly, this slope is actually able to retreat and to become
a flat surface again. All that mario has to do in order to terraform
the slope flat again is to hit a p-switch and, hooray, the slope is gone and the exit
door becomes accessible! So how did this work, well it’s actually
surprisingly simple, all we do here is making use of the fact that koopas and spineys have
different heights. That’s the whole trick. The way we get the slope flat again is by
using coins. There are coins hidden behind each and every
enemy which as soon as we activate a p-switch transform into solid blocks and kill the all
the enemies in front of them, all the enemies but this koopa apparently. Turns out I forgot to place a coin behind
this little turtle. Looks like it’s your lucky day buddy. Anyway let’s try to recreate the custom
auto scrolling feature. We actually don’t know exactly how the custom
auto scrolling is going to work in the sequel but judging by the trailer it appears as if
we are going to be able to speed up the autoscrolling at custom points, and to change its direction,
maybe even reverse it. Sounds doable. So here our plumber becomes entrapped between
two bullet blasters that constantly scroll forwards. This alone wouldn’t be too bad if it wasn’t
for the ouching saw blades along the way that try to ruin his day. After a while the auto scroller first speeds
up and travels faster, and shortly afterwards it even changes direction. Luckily this door opens up on the way back
because otherwise mario definitely would have gotten crushed here. Hooray! Okay so most of the stuff here is pretty simple. This is how we get the two blasters onto the
shells, .. this little spring is how we speed them up .. and this small contraption is how
we make them change direction. Once a shell travels over this noteblock,
the noteblock gets activated which pushes this shell a bit to the left, which pushes
it into the spring, which activates a p-switch. This transforms the coins into brick blocks
the second before both shells reach them, which obviously forces them to change direction. If someone of you wonderful ladies and gentleman
wants to build a stage around this concept there is just one thing to keep in mind. If the shell-blaster duo runs into a brick
block and there is no one way door to stop the blaster, then the blaster drops off of
the shell. Setting this up for the blaster on the right
side is no problem, but for this to work with the left blaster the two bullet bills need
to have different heights so the the first blaster is able to travel past the first one
way door, while the other one gets stopped by it. Next up, let’s take a look at two state
blocks. So recreating something like two state blocks
is something I have been actually trying to do for years. Some form of a contraption where we can move
something around everytime we interact with a block. As it turns out that’s surprisingly difficult
to do in mario maker, and I’m really happy to announce that we finally found a way to
do this! Let’s take a look. So those two bullet blasters here are our
two state blocks. They are either both on the right, or both
on the left here. The way we change their position is by simply
triggering this noteblock. If we run over it, the blasters immediately
are transported to the left. The next time we trigger the noteblock, the
contraption at the bottom activates again, and transports the blasters, after a quick
struggle, back to the original position. The cool thing here is that we can repeat
this over and over again. That’s a really small, cheap, fast working
and easily read and writable binary storage cell! And best of all, the way it works is actually
surprisingly simple. So first we use a small but incredibly useful
glitch to transport the shelmet down as soon as mario touches the note block. The shell just glitches through the blaster. The spring is here because it prevents the
blaster from shooting to the left. And this is what the shell does at the bottom,
it just picks up and resettles this muncher bullet blaster team while the shelmet leaves
the area to the left and drops into lava. The next time the shell drops into this area
the path to the left is blocked by the muncher, because of this the shell becomes entrapped
between those two one way doors and constantly moves the muncher to the right. Right before the muncher is back at its original
position the space above the shelmet is free again, which means it picks the muncher up
and carries it home before it dies a gruesome death in the lava again. That’s the whole trick! Okay, so, we still have to add a new entry
onto our dangerous list of evil today, but before we do this, let’s first try to recreate
rising liquids. So the trailer showed us this shot of a stage
in the smw jungle theme, featuring rising water. So here’s the bad news: It’s currently
not possible to recreate rising water in Super Mario Maker. But I’ve got some good news too, we are
still able to recreate rising lava! Here mario first finds himself in a small
loading contraption that, once finished, drops him into the middle of this area. Now our plumber is entrapped in a room with
rising lava lava bubble tides. His only chance to ever escape this hot trap,
is to wall jump like never before and to make his way to the very right side of the room,
because at the very right a key is stranded that wants to get reunited with the door back
at the beginning. If mario manages to grant the key its wish,
the key rewards him by unlocking the door, which allows our plumber to escape this room
filled with dangerous rising lava tides. Hooray! So here we create lava waves, but if we actually
wanted to have lava that rises and sinks at a constant pace, then we can have that even
easier, all that we need to do is to use synced firebars. And finally let’s add a new entry onto our
dangerous list of evil. So in the mario maker trailer we can see a
couple of levels that have a coin requirement in the top right corner. We don’t know exactly how this is going
to work in the game, but my best guess at the moment is that it’s possible to create
stages that can only be completed if Mario collects all the coins that are hidden within
them. Something that we are actually able to create
in mario maker right now. Ladies and gentleman let’s add a new entry
onto our dangerous list of evil, let’s take a look at a don’t forget a single coin design. So here we have a pretty boring normal stage. There really isn’t anything out of the ordinary
going on. We have a couple of coins, a couple of note
blocks and a couple of dangerous lava bubbles on tracks. Aaand that’s it. So Mario decides to ignore the dangerous list
of evil once again, and seems not to care about collecting all the coins in this area. Silly mario, you should have learned your
lesson by know. Because as soon as mario walks through this
door he enters a marvelous machine. He enters a YaTouchedAllTheCoinsDidYa. The YaTouchedAllTheCoinsDidYa is a brilliant
contraption build by the best goomba engineers in the whole kingdom. A YaTouchedAllTheCoinsDidYa is a mashine that
relieably tests whether mario touched all the coins. But what exactly happens to mario if he didn’t
pick up all the coins? Well then his day is about to become a lot
worse, because then the marvelous machine drops him directly into a sawblade. So back to the start. This time mario is super careful to collect
each and every silly coin. So once Mario goes through the exit door he
is once again teleported into the YaTouchedAllTheCoinsDidYa. This time mario actually collected all the
coins, and because of this the machine transports him directly in front of the exit door. Hooray! Okay so how dis all of this work? Well it’s basically the same thing we did
for the don’t touch a single coin contraption, but in reverse. First there is a bullet blaster placed on
top of every coin. None of those blasters load as soon as we
start the level, because they are all blocked by the brick blocks at the bottom. As soon as Mario walks through the door he
triggers one of the p-switches at the bottom which transforms all the blocks that previously
blocked the blasters into shiny coins. Now the room is reload ed, which means all
the blasters get a second chance to spawn. The coins from before are now brick blocks,
while the blocks are now coins. What that means is that if mario forgot any
coin in the level, then a blaster becomes unable to spawn again, because this coin is
now a spawn blocking brick block. Okay so mario then travels in this oversized
vehicle towards the right. If there is a bullet bill missing, then the
vehicle drops down and mario comes into contact with the sawblades once again. If all coins were collected however, then
all bullet blasters are able to load, and the coin testing car drops down in this spot,
conveniently placed directly in front of the exit door. That’s the whole trick, the only thing to
keep in mind when building something like this is that the p-switch signal needs to
be extended after a while, so that the switch doesn’t run out. We do this here with a vertical position testing
note block setup, but there are tons of other ways to do this as well. Alright so here we have it. Fire bros. snake blocks, slopes, custom autoscrolling,
two state blocks, rising lava and coin collection requirements are all perfectly recreatable
in the original Super Mario Maker. Nonetheless I’m still very much looking
forward to the second game. So I hope you enjoyed this little video, if
you did don’t forget to leave me a thumbs up and maybe you feel especially like everything
becomes a bros if we just make it jump randomly into the air, 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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