Logic Gates, Computer Logic and Calculators in Super Mario Maker !

Logic Gates, Computer Logic and Calculators in Super Mario Maker !


Hello you lovely mario maker person, my name
is Ceave and welcome back. Today we are going to do something slightly
different. Recently I was wondering if it is possible
to build logic gates in super mario maker, and as it turns out it is. Logic gates are some of the most basic building
parts of computers, and it’s possible to perform some basic computing tasks with them,
like counting, storing information or doing calculation. I actually found a way to build and, or xor
and not gates which actually allow for some super basic computing in mario maker with
some restraints. So at first we will talk through the gates
and afterwards we will take a quick look on some basic things that are possible with these
gates, including rebuilding this circuit and building a half adder in mario maker. So you’re ready? Let’s do this! So the first gate we are going to take a look
at is the and gate. We use questionnaire-blocks as inputs and
output for all gates in this video. The circuits always get activated once a p-switch
got triggered. So for an and gate this means that this block
and this block need to be set so that this block gets triggered. Our main source of electricity are buzzy beetle
shells. This gate is actually pretty simple. Once the p-switch got triggered this shell
drops onto this spring. If both blocks on the bottom were activated
these shells trigger these blocks which push the bullet-bills upwards and allow the shell
to hit this block. But if none or only one block was triggered
the shell can’t hit the output. So let’s take a look at the or gate. An or-gate gives an output if one or both
blocks were activated. This one is even simpler. Once the p-switch got triggered this spring
activates this shell. If one of the blocks at the bottom was triggered
the shells down there activate and trigger this block which pushes the bullet-blaster
bill upwards, and opens up the path to the output. A not gate means that the output block becomes
blocked if the input was triggered and vis-versa. This one is super simple. If this block gets pushed this spring leaves
his block prison and blocks the path for this shell which would otherwise hit the output
block once the p-switch got activated. Okay so to the x-or gate. This one only gives an output if one of the
blocks got triggered but not both. This one is the most complicated but it’s
still not to crazy. Let’s first take a look at it in action
and talk through it afterwards. If one of the input blocks gets activated
one of the cannons gets transported to the right. We need one cannon there because otherwise
the shell won’t hit the output. But if we trigger both input blocks, both
cannons are transported to the right and block the path for the output shell. This one took me a while to figure out. Generally speaking all the gates are built
around the same mechanic. We always try to block or open the path for
our buzzy beetle electricity. We need two more gates before we can finally
take a look at some logic machines. I won’t talk through them in detail as they
are super simple and similar to the ones before. If you want to study these gates in detail
or you plan on building something with them you can find a link to the blueprints in the
description. This and gate works similar to the one before
but the difference here is that this gate does not need a p-switch input and can be
used always. This is especially useful if we want to link
several other gates together as we only need to trigger one p-switch. This one is the or-gate version without a
p-switch. In case you were wondering what the symbols
to the right mean, they show the right output according to the input setting. Alright and now let’s have some fun. From our ongoing series what is the most complicated
way to trigger a p-switch: I proudly present to you the and and or solution! So how does this work. At first glance this might look a little bit
confusing but it’s actually super simple. All we did here is adding three gates together. We have an and gate and an or gate which are
wired up to another and gate. This means that if mario triggers this block
and this block and either this one or that one or both the output shell gets activated
and the p-switch triggered. So it’s actually possible to transport an
input vertically as well. Here mario can’t see which logic gate is
at the top but he needs to trigger the right questionnaire blocks in order for the pow
block to activate. If he hits both blocks nothing happens and
mario is stuck in this stage for eternity. If he triggers only one block however the
pow block magically gets destroyed and he is able to beat this stage. Up there is a xor gate, so the output shell
only gets activated if mario triggers one block but not both. Okay so let’s rebuild this circuit in super
mario maker. This circuit doesn’t do anything particularly
useful but hey, it’s possible to build it! So here are our six input blocks. These two blocks lead to a xor gate, these
two blocks lead to a xor gate as well and these two lead to an and gate. The two xor gates are wired to an and gate
and the two and gates are wired to an or gate again. So if mario wants these munchers to die he
needs to either trigger one of these blocks and one of these blocks or these two. While we know what’s going on poor mario has
no idea. He needs to choose the blocks he triggers
wisely as triggering the wrong blocks will trap him in this room. Hooray mario chose a combination that actually
works as he triggered exactly one of each of the inputs which lead to xor gates. So let’s take a look at this overcomplicated
pow-block-triggerer. The first two inputs lead to this xor gate. The next two inputs lead to this xor gate
and they are both wired to this AND gate. The inputs to the left end in this AND gate
and both lead to this OR gate again. While this circuit isn’t useful it should
be possible to use a clever combination of gates to build a really safe combination lock. By the way if someone of you manages to write
the complete truth table for this machine in a youtube comment, I’ll definitely leave
you a like! Okay so let’s take a look on a mario maker
half adder. This is what a half-adder looks like in theory. A half adder is able to add two bits together. So if you enter no value he outputs no value. If you set one bit he outputs a one and if
you enter both he outputs a two, which is represented by this output and actually called
a carry-bit. So if you set this up correctly you are actually
able to count 1 +1 in super mario maker. So i set down and tried to build this. I already had a XOR gate and an AND gate,
and I thought that this should be actually pretty easy to build. But as it turns out there was a problem. Wiring! I always thought it’s really hard to wire
redstone up in minecraft correctly as you can’t put it on walls, but wow I never tried
to wire buzzy beetles up before. Here’s what I came up with. I’ll quickly explain what this does and
then I’ll explain the wiring or buzzy beetling or whatever. So to the right we have to questionnaire-block-blocks. These are our displays, once the calculation
is done we will see the result here after mario went through this reset door. These blocks are our input blocks and represent
the number one or zero. If we trigger a block he adds one to the result. So triggering one of them shows us a one and
triggering both of the shows us a two. Alright let’s boot this thing up. Hooray we are able to add two numbers smaller
equal 1 together! So how does this work. Basically there is a and gate and there is
a xor gate. If the xor gate gives an output the number
is one, otherwise the and gate gives an output and the number is two. The displays use the fact that vines in blocks
respawn after a door-reset but empty blocks don’t. In order to make the wiring work we use spinneys
additional to buzzy beetles. Each input triggers a spiney and a shell,
the shells move upwards to the XOR gate and the spines move vertically and activate another
shellmet which leads to the AND gate. Aaaaand that’s it for today and for logic
gates and for being super nerdy. I hope you enjoyed the video, if you enjoyed
the video don’t forget to leave me a thumbs up and maybe you feel especially wired up
today and want to hit the subscribe button as well. The next video will probably take a little
bit longer than a week as I have no access to my wii u for a couple of days, but I hope
you have a wonderful day, and to see you soon. Goodbye!

100 thoughts on “Logic Gates, Computer Logic and Calculators in Super Mario Maker !”

  • Might have too much time on my hands
    TRUTH TABLE for the logic challenge at 5:20
    Hope my spacing didnt get too messed up
    gonna need to click read more for this giant table, haha…

    A–|
    Xor(G)–|
    B–| |
    And(J)–|
    C–| | |
    Xor(H)–| |
    D–| OR——Output
    |
    E–| |
    And(I)—————-|
    F–|

    x for Xor
    * is a successful input
    (G) (H) (I) (J) (Output)
    AB CD EF|AxB |CxD |E&F |G&H| IorJ
    00 00 00 | 0 | 0 | 0 | 0 | 0
    00 00 01 | 0 | 0 | 0 | 0 | 0
    00 00 10 | 0 | 0 | 0 | 0 | 0
    00 00 11 | 0 | 0 | 1 | 0 | 1 *
    00 01 00 | 0 | 1 | 0 | 0 | 0
    00 01 01 | 0 | 1 | 0 | 0 | 0
    00 01 10 | 0 | 1 | 0 | 0 | 0
    00 01 11 | 0 | 1 | 1 | 0 | 1 *

    00 10 00 | 0 | 1 | 0 | 0 | 0
    00 10 01 | 0 | 1 | 0 | 0 | 0
    00 10 10 | 0 | 1 | 0 | 0 | 0
    00 10 11 | 0 | 1 | 1 | 0 | 1 *
    00 11 00 | 0 | 0 | 0 | 0 | 0
    00 11 01 | 0 | 0 | 0 | 0 | 0
    00 11 10 | 0 | 0 | 0 | 0 | 0
    00 11 11 | 0 | 0 | 1 | 0 | 1 *

    01 00 00 | 1 | 0 | 0 | 0 | 0
    01 00 01 | 1 | 0 | 0 | 0 | 0
    01 00 10 | 1 | 0 | 0 | 0 | 0
    01 00 11 | 1 | 0 | 1 | 0 | 1 *
    01 01 00 | 1 | 1 | 0 | 1 | 1 *
    01 01 01 | 1 | 1 | 0 | 1 | 1 *
    01 01 10 | 1 | 1 | 0 | 1 | 1 *
    01 01 11 | 1 | 1 | 1 | 1 | 1 *

    01 10 00 | 1 | 1 | 0 | 1 | 1 *
    01 10 01 | 1 | 1 | 0 | 1 | 1 *
    01 10 10 | 1 | 1 | 0 | 1 | 1 *
    01 10 11 | 1 | 1 | 1 | 1 | 1 *
    01 11 00 | 1 | 0 | 0 | 0 | 0
    01 11 01 | 1 | 0 | 0 | 0 | 0
    01 11 10 | 1 | 0 | 0 | 0 | 0
    01 11 11 | 1 | 0 | 1 | 0 | 1 *

    10 00 00 | 1 | 0 | 0 | 0 | 0
    10 00 01 | 1 | 0 | 0 | 0 | 0
    10 00 10 | 1 | 0 | 0 | 0 | 0
    10 00 11 | 1 | 0 | 1 | 0 | 1 *
    10 01 00 | 1 | 1 | 0 | 1 | 1 *
    10 01 01 | 1 | 1 | 0 | 1 | 1 *
    10 01 10 | 1 | 1 | 0 | 1 | 1 *
    10 01 11 | 1 | 1 | 1 | 1 | 1 *

    10 10 00 | 1 | 1 | 0 | 1 | 1 *
    10 10 01 | 1 | 1 | 0 | 1 | 1 *
    10 10 10 | 1 | 1 | 0 | 1 | 1 *
    10 10 11 | 1 | 1 | 1 | 1 | 1 *
    10 11 00 | 1 | 0 | 0 | 0 | 0
    10 11 01 | 1 | 0 | 0 | 0 | 0
    10 11 10 | 1 | 0 | 0 | 0 | 0
    10 11 11 | 1 | 0 | 1 | 0 | 1 *

    11 00 00 | 0 | 0 | 0 | 0 | 0
    11 00 01 | 0 | 0 | 0 | 0 | 0
    11 00 10 | 0 | 0 | 0 | 0 | 0
    11 00 11 | 0 | 0 | 1 | 0 | 1 *
    11 01 00 | 0 | 1 | 0 | 0 | 0
    11 01 01 | 0 | 1 | 0 | 0 | 0
    11 01 10 | 0 | 1 | 0 | 0 | 0
    11 01 11 | 0 | 1 | 1 | 0 | 1 *

    11 10 00 | 0 | 1 | 0 | 0 | 0
    11 10 01 | 0 | 1 | 0 | 0 | 0
    11 10 10 | 0 | 1 | 0 | 0 | 0
    11 10 11 | 0 | 1 | 1 | 0 | 1 *
    11 11 00 | 0 | 0 | 0 | 0 | 0
    11 11 01 | 0 | 0 | 0 | 0 | 0
    11 11 10 | 0 | 0 | 0 | 0 | 0
    11 11 11 | 0 | 0 | 1 | 0 | 1 *

  • Michiel Helvensteijn says:

    I just can't come up with a reliable way to have a signal be carried by a track. It seems you can't make something enter a track. A shame, because it seems so ideal on first thought.

  • Devin Santos says:

    you said that if someone rights the complete truth table you would like this comment. so here it is!

    this is the complete truth table (i think) for the combination lock. = )
    I = on/yes 0 = off/no

    I 0 I 0 I I = on
    0 I 0 I 0 0 =on
    0 0 0 0 I I = on
    I I I I I I = on
    I 0 I 0 0 0 = on
    0 I 0 I 0 0 = on
    0 0 0 0 0 0 = off
    0 0 0 0 0 I = off
    0 0 0 0 I 0 = off
    I I I I I 0 = off
    I I I I 0 I = off
    i have too much time!
    and I will reply o this if I find any more

  • if anyone want to use it much more easy use minecraft its much more easy in wiring most complicated calculator in this can add 3 or 4 bits i made with ease 6 or 7 i can't remember and its not so hard with 8+ bits

  • Truth table:
    00 00 00 = 0
    00 00 01 = 0
    00 00 10 = 0
    00 00 11 = 1
    00 01 00 = 0
    00 01 01 = 0
    00 01 10 = 0
    00 01 11 = 0
    00 10 00 = 0
    00 10 01 = 0
    00 10 10 = 0
    00 10 11 = 0
    00 11 00 = 0
    00 11 01 = 0
    00 11 10 = 0
    00 11 11 = 1
    01 00 00 = 0
    01 00 01 = 0
    01 00 10 = 0
    01 00 11 = 1
    01 01 00 = 1
    01 01 01 = 1
    01 01 10 = 0
    01 01 11 = 1
    01 10 00 = 1
    01 10 01 = 0
    01 10 10 = 1
    01 10 11 = 1
    01 11 00 = 0
    01 11 01 = 0
    01 11 10 = 0
    01 11 11 = 0
    10 00 00 = 0
    10 00 01 = 0
    10 00 10 = 0
    10 00 11 = 1
    10 01 00 = 1
    10 01 01 = 1
    10 01 10 = 1
    10 01 11 = 1
    10 10 00 = 0
    10 10 01 = 1
    10 10 10 = 0
    10 10 11 = 1
    10 11 00 = 0
    10 11 01 = 0
    10 11 10 = 0
    10 11 11 = 1
    11 00 00 = 0
    11 00 01 = 0
    11 00 10 = 0
    11 00 11 = 0
    11 01 00 = 0
    11 01 01 = 0
    11 01 10 = 0
    11 01 11 = 1
    11 10 00 = 0
    11 10 01 = 0
    11 10 10 = 0
    11 10 11 = 1
    11 11 00 = 0
    11 11 01 = 0
    11 11 10 = 0
    11 11 11 = 1

  • FurKoRnZsusKriBerZ says:

    My logic gate is cool.
    My logic gate rules.
    I will make a level with it.
    I might youtube upload it.
    Click read more to see some more.
    Read this eating a smore.
    A
    B
    And gate
    C
    D
    E
    Two inputs only
    F
    G
    Or gate
    H
    I
    J
    Only one input
    Any 2 inputs
    6:37

  • IN 1 IN 2 IN 3 IN 4 IN 5 IN 6 Out

    1 1 1 1 1 1 1

    1 1 1 1 1 0 0

    1 1 1 1 0 1 0

    1 1 1 1 0 0 0

    1 1 1 0 1 1 1

    1 1 1 0 1 0 0

    1 1 1 0 0 1 0

    1 1 1 0 0 0 0

    1 1 0 1 1 1 1

    1 1 0 1 1 0 0

    1 1 0 1 0 1 0

    1 1 0 1 0 0 0

    1 1 0 0 1 1 1

    1 1 0 0 1 0 0

    1 1 0 0 0 1 0

    1 1 0 0 0 0 0

    1 0 1 1 1 1 1

    1 0 1 1 1 0 0

    1 0 1 1 0 1 0

    1 0 1 1 0 0 0

    1 0 1 0 1 1 1

    1 0 1 0 1 0 1

    1 0 1 0 0 1 1

    1 0 1 0 0 0 1

    1 0 0 1 1 1 1

    1 0 0 1 1 0 1

    1 0 0 1 0 1 1

    1 0 0 1 0 0 1

    1 0 0 0 1 1 1

    1 0 0 0 1 0 0

    1 0 0 0 0 1 0

    1 0 0 0 0 0 0

    0 1 1 1 1 1 1

    0 1 1 1 1 0 0

    0 1 1 1 0 1 0

    0 1 1 1 0 0 0

    0 1 1 0 1 1 1

    0 1 1 0 1 0 1

    0 1 1 0 0 1 1

    0 1 1 0 0 0 1

    0 1 0 1 1 1 1

    0 1 0 1 1 0 1

    0 1 0 1 0 1 1

    0 1 0 1 0 0 1

    0 1 0 0 1 1 1

    0 1 0 0 1 0 0

    0 1 0 0 0 1 0

    0 1 0 0 0 0 0

    0 0 1 1 1 1 1

    0 0 1 1 1 0 0

    0 0 1 1 0 1 0

    0 0 1 1 0 0 0

    0 0 1 0 1 1 1

    0 0 1 0 1 0 0

    0 0 1 0 0 1 0

    0 0 1 0 0 0 0

    0 0 0 1 1 1 1

    0 0 0 1 1 0 0

    0 0 0 1 0 1 0

    0 0 0 1 0 0 0

    0 0 0 0 1 1 1

    0 0 0 0 1 0 0

    0 0 0 0 0 1 0

    0 0 0 0 0 0 0

  • I'm working on digital circuits on mario makers. The wrong part with your systems is that it's to busy for bigger systems, to big gates (when only close blocks from mario exists at once), and cann't be reused many times in the same test (to create memory for exemple) So you may be interested of my advancing research and we may share our knowledge and self innovation to get something realy strong ?

  • I don't think you understand how happy this just made me… I found your channel through Is It Possible videos and started watching the other older videos more recently… The other videos made me ask if super mario maker was Turing complete and when I searched, this was the top result. Not only am I finding the answer, I'm finding it out from a newly found, amazing content creator that is becoming of my favourites!

  • Two Reliable Guys says:

    I mean… I’ve Heard Of R & S Nor Latches From Minecraft Redstone And R & S Latches And Stuff But I haven’t heard of this

  • @5:25

    X~Z = ¬(X^Z)^(XvZ)
    Q = ((A~B)^(C~D))v(E^F)

    ABCDEF-Q
    000000-0
    100000-0
    010000-0
    110000-0
    001000-0
    101000-1
    011000-1
    111000-0
    000100-0
    100100-1
    010100-1
    110100-0

    001100-0

    101100-0

    011100-0

    111100-0
    000010-0

    100010-0

    010010-0

    110010-0

    001010-0

    101010-1

    011010-1

    111010-0

    000110-0

    100110-1

    010110-1

    110110-0

    001110-0

    101110-0

    011110-0

    111110-0
    000001-0

    100001-0

    010001-0

    110001-0

    001001-0

    101001-1

    011001-1

    111001-0

    000101-0

    100101-1

    010101-1

    110101-0

    001101-0

    101101-0

    011101-0

    111101-0

    000011-1

    100011-1

    010011-1

    110011-1

    001011-1

    101011-1

    011011-1

    111011-1

    000111-1

    100111-1

    010111-1

    110111-1

    001111-1

    101111-1

    011111-1

    111111-1

    dummed down truth table

  • Cause the Output could have a spring that will push a buzzy beetle into a spring elevator and another spring will push the buzzy beetle over the ceiling And Come Back To The Beginning And Hit Mario If He Does Not Escape

  • Ok, so if i would of shown my I.C.T teacher (computing) this video, and re-made this in lesson to prove to him I can do logic gates; he better would of given me an A* (I'm not doing logic gates, but when I was, which was ages ago)

  • Ceave, you're sadly wrong.
    Redstone CAN go up walls, just not straight. All you have to do is build a spiral staircase and run redstone wiring all the way. You may need repeaters if going more than 14 blocks vertically. Alternatively, you could wire a chain of redstone torches. Those take a while, but they can go on forever without breaking the chain for a repeater every 15 blocks.

  • Jorge Sanchez says:

    You know, this may seem like a frivolous Super Mario Maker video explaining how to do something in the game you don't really need to, but I feel I learned something I didn't know. I mean, so this is how logic gates work, huh? I hope I can learn more about computing in the future. And I'll tell you what, before this video I knew near nothing about computing, but I think I don't feel as lost anymore. Hey, I gotta start learning somewhere!

    I'm a big fan of your videos, Ceave. Please, keep it up! I love your work (I'm currently playing your uploaded levels in SMM). Cheers!

  • I watched this straight after watching his (I think) first ever video, Tips and Tricks with Bob-ombs. The voice change is more noticeable than my sub count. Oh wait, I don’t have any.

  • Saw the on/off switch they are adding to Super Mario Maker 2, and immediately thought of programmable logic control. Decided to check how it was implemented in SMM, nice stuff.

  • PeterLiuIsBeast says:

    Wait. How do you count for "lag"? Basically, you need to hit both blocks at the same time right? Unless there is some way to do this by having the operation done on the rising edge of a clock (or something similar).

  • Hey can someone help me? So I tried to rebuild these gates… but for me, the shells jump to the right when I hit the blocks beneath them. Because of that, the gates don't work 🙁

  • I've remade some of these logic gates for SMM2 (namely, the P-switchless AND and OR, and the XOR and NOT) at 73H-L05-60H. SMM2 changed a few rules about collisions, namely with springs, so I've created alternative methods when needed. If anyone finds this helpful let me know.

  • This is nice and useful and all, but wouldn't it be nice if the inputs would stay on when you press them and turn off when you press them again, and it would be nice if the input can change states without having to refresh. Then you could make a latch circuit, even a flip flop circuit. I bet you could do this in super mario maker 2 with on and off blocks. But still this is a great video and really cool circuits.

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