Recreating Super Mario Maker Items in Super Mario Maker.

Recreating Super Mario Maker Items in Super Mario Maker.


Mario Maker is an amazing tool. While the game may appear to be pretty simple
at first glance, it is possible to build insane contraptions. The game allows for gigantic monsters, for
crazy gameplay twists, for randomized levels, for really complicated ways to trigger p-switches
and for so much more. Usually we are taking a look at new and useful
contraptions in Mario Maker, contraptions that allow us to create new and interesting
ways to create levels. Today we are going to do the complete opposite
of this. Today we are going to take a look at the most
useless contraptions imaginable. We are going to recreate items in Super Mario
Maker, that are already in Super Mario Maker, using only Super Mario Maker items. So are you ready? Let’s do this! First let’s take a look at a custom key
system. Here Mario finds himself in a pretty strange
room. The path forward clearly leads through this
door, but this door is currently locked. If our plumber tries to walk through this
door, he is sent back to where he came from. Hm, Mario obviously needs to find a way to
unlock this door. If Mario bravely jump on top of those, totally,
bumpers he is able to reach a coin at the top of the stage. This coin, is no coin, but a key. Because if Mario collects this coin, the previously
locked door magically opens up and he us able to proceed! Hooray. The reason why this door suddenly opens up
is because of a simple schrödingers note block contraption. This noteblock is only fully loaded when our
plumber is on the platform with the coin, which forces the noteblock to release it’s
bob omb, which drops down and opens up the door by breaking the ice block. At first glance this may appear completely
useless since there are keys in the game, but with a little bit of tinkering it should
be possible to create locked pipes by using such a trick, which could actually be interesting. Bullet Blasters are a really important Mario
Maker item. For the longest time I’ve been really worried. What should we do in case nintendo ever decides
to patch them out of the game! Well, worry not because Mario Maker is such
a powerful tool that it is even possible to recreate bullet blasters, without bullet blasters. Here are two bullet blasters on screen. They are so similar in function that it is
really hard to tell them apart, but the custom made one is the one to the right, while the
one to the left is an original in game blaster. Here we combine the power of springs on tracks
with pipes in order to create a fully functioning blaster. But this blaster design is actually superior
to the original ones in a couple of ways, since this blaster is actually able to shoot
up to five items at once. How amazing. Let’s take a look on how to recreate one
way doors. Or at three ways to be precise. Here our plumber no more, no more has to make
his way through a corridor filled with three one way doors. Each one of these doors closes behind him
once he walks through. The first door uses a simple thwomp setup
in order to test whether mario walked through, the second door is wired to a schrödingers
note block, which only activates once Mario walked through the door and the third one
is activated by mario’s head itself, and then triggers a small door closing contraption. There are very few items whose function can
be recreated one-to-one, but one of these items are conveyor belts. Winged platforms on tracks behave almost the
exact same way as conveyor belts, but there is one small difference. If a p-switch is triggered standard conveyor
belts become brave and decide to strike until the timer expires, while platform based conveyor
belts never lay down their work. Here we use these hardworking conveyor belt
clones to create a small minigame. Our italian jump and runner has to survive
in this dangerous room, until a shellmet timer expires. That wouldn’t be too much of a challenge
for mario, if it wasn’t for these silly pipes throwing dangerous goombas into his
path. But after a while the hidden shelmet timer
expires, and the saving exit door finally opens up. Hooray! So far we only took a look at recreations
that in, theory maybe, in some super niche cases are actually more useful than the original. Ladies and gentlemen I’m proud to present
an item recreation which probably is always worse than the original. Let’s take a look at a pow-block recreation. Here Mario finds himself in a dangerous room. The exit door is blocked by an evil muncher,
so our jumping man needs to find a pow block. If Mario platforms his way to the top of this
stage he is able to find one. This one up mushroom is a pow block. Once it is collected it shakes the screen
and destroys all the evil enemies. This allows Mario to escape Hooray! Here we use the same trick we used in the
key system. This platform is the only spot in the level
that is able to activate this schrödingers note-block. If it is activated a p-switch becomes really
triggered, which transforms the coins that were hidden behind the enemies into brick
blocks, and destroys all the enemies. Next let’s use some tracks and fire bubbles
to recreate a firebar. . . Awesome! And now let’s re-create the koopa king himself. Let’s take a look at a bowser recreation,
which is so identical in appearance and function, that it is really hard to tell it apart from
the original bowser. Let’s take a look at bowser, 2.0. Mario appears to be pretty confused by this
bowser chase sequence, I mean it’s obviously bowser obviously, but, but something appears
to be slightly wrong with the koopa king here. Something is just slightly off, but it’s
really hard to tell what it is exactly. . . Anyway, here we use bullet blasters on tracks
in order to recreate the auto scrolling function. This stage is like all auto scrolling stages. Mario has to dodge dangerous threats while
the level slowly scrolls toward the exit door. It looks like Mario is really bored by this
design. But this is only because he isn’t paying
attention, because if he were paying attention he would realise that this stage isn’t scrolling
to the right, but actually scrolls back to the left! Let’s take a look at a retro recreation. Before the 1.2 patch was released it wasn’t
possible to place checkpoint flags in Mario Maker. Nonetheless it was possible to create cool
checkpoint systems. To Marios left is a closed pipe. There are three question blocks here too,
but jumping towards them seems to do nothing so Mario obviously needs to make his way to
the right. After a couple of really dangerous jumps he
is allowed to enter a pipe, and once he leaves the pipe things become interesting. Because there is the exact same contraption
he saw before here, but there are also coins indicating a certain numerical order in which
these question blocks should be triggered. After a while Mario runs into this ouching
saw blade completely by accident. What a pity! But now he is able to enter the code he learned
before. It was this block first, then this block and
this one was last, aaaand hooray! The previously locked pipe now opens up and
Mario finds a shortcut back to where he just was! The code contraption works by using a really
simple setup. The third blaster activates a shell, but this
shell only activates the p-switch if this muncher isn’t blocking it. This muncher can only be removed by triggering
the middle blaster first, and the one to the left afterwards, which creates a small lock,
that can only be opened if Mario knows the code. And that’s it for today and for recreating
mario maker items using mario maker items. I hope you enjoyed this little video, if you
enjoyed it don’t forget to leave me a thumbs up and maybe you feel especially recreated
today and want to hit the subscribe button as well. I hope that you have a wonderful april, and
to see you soon. Goodbye!

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