Hello you lovely mario maker person, my name is ceave and welcome back.
There are tons and tons and tons of different little tricks, tips and ideas hidden in the
wonderful game that super mario maker is.
But not all of them are huge inspiring ideas but rather some small neat touches or tricks
to improve your stages, so today we are going to take a super fast look on 40 smaller but
hopefully equally useful ideas.
So are you ready?
Let's do this!
(INTRO)
Our first idea starts by trapping mario in the middle of three cannons.
This loads the munchers at the bottom in a specific order and creates a great wave effect
once mario drops down things become serious for our small plumber.
Now he has to make his way through this waving floor while he has to avoid to touch the dangerous
sawblades.
Wow, that was really dangerous for mario, we should better reward him.
Here we stack five question blocks on top of each other in order to create a single
super rewarding question block.
By jumping towards this block mario frees a one-up, a leaf a mushroom a shell and a
star.
It looks like mario likes this kind of blocks.
Sadly for our plumber the next idea is no rewarding one, but a sadistic trap bowser
created.
There is a p-switch-skewer timer to the right and mario has to survive until the timer expires.
Sadly for him that's no easy task as their are hungry chain-chomps on tracks which try
to consume him.
Marios best chance to survive here is to focus on the chains and to position himself in a
way that avoids getting bitten.
Here we use spike-tops and ground tiles to create a small but interesting challenge for
our plumber.
Mario has to sprint through this part in order to escape but he needs to time his running
carefully in order to not run into any beetle.
Here we use pow-blocks on tracks to create a really interesting saw-blade obstacle.
It's possible for our plumber to walk on top of pow-blocks but he needs to be careful
not to touch the sharp and deadly blade below them.
The same trick can be used the other way around.
Here mario has to jump on the bumper in order to reach the area to the right.
But ne needs to time his bumping carefully as the pow-blocks try to push him off the
bumper and prevent bumping in general.
Against all the laws of physics mario is able to slow his falling speed down by performing
a series of ground-pounds in mid-air.
We use this here to create a small kaizo challenge.
If mario falls down too fast here he burns to death because of the lava bubble, but if
he slows down his fall too much he burns to death as well.
Only the right amount of mid air ground-pounding allows him to survive this.
This idea features a neat little mechanic.
If mario is wearing a buzzy-beetle helmet he is able to push enemies off rails.
We use this here to create a mini-puzzle.
Mario needs to bump his head towards this goomba to release him out of his rail prision.
Once the goomba wals around like he is supposed to do mario only needs to bump him to the
right so that he activates the p-switch and mario is finally able to escape.
Most people now this by now but for those who missed it.
Dry-bones transform into horrible homing terror fishes if placed underwater, and can be used
to make marios live harder and your underwater stages more interesting.
Here we have a small mini-game that starts with a wiggler trigger.
Mario finds himself in the middle of a really weird underground spaceship.
Nobody knows why this awkward spaceship exists.
Maybe it was a prototype for bowsers space base, or maybe I just recorded it in the wrong
game theme.
We don't know, but what we do know is that mario is able to escape this idea.
And now let's take a look on some ideas that are a little bit crazy, not super useful
but hopefully fun to watch.
Here mario is trapped in a terrifying room.
Everything bounces around and tries to push him away.
If mario wants to end this bouncy nightmare he needs to grab one of the springs and throw
it towards the muncher in the middle, as this activates a p-switch and allows him to bounce
his way out.
Here mario needs to take ship to reach the other side of the stage, sadly for him the
ship is no ordinary ship but entirely made out of cannon-balls which makes this voyage
really dangerous for him.
If mario is trapped in between bouncers he is usually not able to escape.
But thanks to some glitchy movement it's still possible for mario to glitch his way
out of such a trap.
Wow, bowser did some really nasty things to mario in the past, but this room is probably
the worst thing he has ever done.
But it looks like mario is ready to take revenge.
Here our plumber trapped some of bowsers soldiers on top of a spring which seems to really stress
them out.
Sadly this isn't really useful except for decoration purposes.
Here we put some bullet-blasters on top of a spring, but blocked them by a one-way door.
this seems to really confuse these poor blasters as they seem to don't know whether to jump
around or to stand still, which creates to a really wobbling floor.
Here mario stands on top of a skull-raft tower.
While he slowly drops down he activates all the skeleton roller coasters which he needs
to climb back to the top again once he reaches the bottom.
This would be really useful if it wouldn't take forever to load all the skull rafts.
But once all the rafts are in place mario can climb back upwards, but he has to be careful
as the walls are made out of ouchy spikes.
Okay back to actually useful ideas.
Here we abuse the fact that mario can't travel through p-switches from below to create
a shortcut mechanic.
Once mario walked over the p-switches they magically disappear and open up a shortcut.
if mario now fails to perform the jump from before he can easily reach the area where
he just was again.
Here mario has to survive again until a timer expires but this time the timer is really
unique and part of the thread.
Mario not only needs to dodge the lava bubbles but the jumping munchers as well.
If we stack winged munchers on top of each other they jump a little bit higher every
time.
We use this to create our timer, as there is a pow-block on top of the muncher tower
and after a while they jump so high that the pow-block gets triggered by a shell at the
top.
Here we have a really interesting mechanic featuring tracks.
If we build a tower out of diagonal tracks they will lift every item upwards which enters
them vertically, but this is a little bit slower than a normal vertical track would
be.
To survive this idea mario has to survive in this room until the skewer to the left
opens up the exit.
While this room starts pretty peaceful at first it soon becomes really dangerous.
Mario has to dodge terrifying jet engines here which spit out fire in all four directions.
This is possible by stacking the jet-engines on tracks on top of each other in the same
way we used for the super rewarding question block before.
I guess mario preferred the question block over this.
Here we have a short but interesting wall jump challenge for mario.
All he has to do is to reach the bottom f this area alive but there are magikoopas shooting
horrible magic missiles towards him.
To make matters worse the bullet-blaster walls move as they are carried by brave koopas.
This idea features a really tricky spin-jump on top of a moving spiked-helmet.
Our small italian jump and runner has to spin really careful here as this shell is extremely
easy to miss.
Here we use winged buzzy beetles on tracks to create a tricky timing challenge for mario.
Our plumber has to climb to the top of this small little tower but there are these buzzy
beetle trains which try to kill him.
But mario has already survived 22 horrible ideas today, and these buzzy beetles won't
stop him either.
And now let's take a look on five ideas not created to kill mario, but to decorate
the dangerous areas where bowser tries to get rid of our plumber.
Arrow signs can be used for a lot of decoration purposes in general.
Here we use them to visually connect these ice block platforms.
In this area there seems to be an earthquake or something.
As there are dust-clouds rising from the bottom which shake the screen a little bit as soon
as they reach the surface.
This effect can be easily created by placing monty moles below solid blocks.
As soon as mario comes close the moles will try to leave the ground but once they hit
a solid surface they shake the screen and die.
Here we use a couple of tricks to make vines look visually more appealing.
There are tracks on top of the vines hiding a part of them.
Additionally there are semi solid platforms and mushroom platforms in the background to
add a little bit variety.
Sadly for mario this idea isn't visually only as there are still cannons which try
to shoot him off the beautiful vines.
Luckily for mario the next idea is completely save.
Blue platforms can not only be used to create tricky platforming challenges, but on top
of solid blocks they can be used for decoration purposes as well.
They look a little bit different in every game style and theme and can be used to change
the feel of an area a little bit.
If clown cars are blocked by two blocks on the top and the bottom it's impossible for
mario to enter them.
But while mario isn't able to fly around in them they can still be used as an interesting
background object, for airship or ghost house levels.
Okay back to gameplay ideas.
Here we use big thwomps in clown cars to create an interesting obstacle for mario to dodge.
These thwomps will slowly follow mario vertically until they hit a wall.
And while these thwomps are pretty easy to dodge for our plumber there is a lot of potential
to create more dangerous enemies by stacking stuff on top of the thwomps head, but more
on this later.
Winged piranha plants usually flatter a little bit in the air after jumping.
We can get rid of the flattering effect by putting a solid item on top of them and forcing
them to flatter into a wall.
This makes dodging these piranhas way harder for mario but he survives idea number 30 as
well.
There isn't much going on in this idea, there are three thwomps sitting at the bottom
and a simple corridor.
But once mario gets close to the third thwomp the thwomp suddenly jumps into the air and
starts to chase mario.
While this appears to be pretty bad at first it's actually really important for mario as
this thwomps stonehead is his only chance to make it to the exit door.
The objective here is simple.
Reach the top of the tower alive.
Sadly for mario that's easier said than done as there are munchers on tracks chasing
him.
But if he stays concentrated and moves fast he survives this idea as well.
Here we use bullet-blasters on top of springs again, but this time there is no one-way door
and the bullet blasters are free to jump around.
While the blasters seem to like this idea more than the one before mario hates it.
As the bullet-blaster here can drop on his head causing lethal headache.
If a cannon is attached to a block and the block gets destroyed the cannon drops down.
Mario is trapped in this room and he has to be careful of hiss surroundings as there are
cannons dropping down, which can cause lethal headache as well.
But if mario is careful the last explosion allows him to leave this idea.
It appears as if mario is making really good progress through our 40 ideas as there are
only six left.
Sadly for mario the last six ideas are boss-fights and things are going to become more dangerous
for him now.
Here mario has to find a key.
The only option he has here is to run to the right where the key actually is, but there
is not only the key there is a horrible creature as well.
The thwomp from before brought some friends and suddenly he is no harmless obstacle anymore.
Suddenly he is a horrifying creature, biting, shooting and chasing our poor plumber, but
mario survives.
The next boss-fight mario has to fight is against the great koopa king himself.
Bowser positioned himself on a wisely placed piranha-plant which helps him with his bad
habit of walking around and allows him to focus entirely on shooting fireballs.
Meanwhile mario brought a fire-clown car and tries to dodge the dangerous magma-balls which
bowser is throwing in his way.
But mario is answering fire with fire.
It takes mario forty hits to kill bowser, while bowser only needs to hit mario once.
That's a rigged game, but mario wins it anyways.
The next bossfight is easier for our plumber, all that he has to do is to survive in a room
with a spiney for about ten seconds, what could possible go wrong?
Well actually this spiney is no ordinary spine but the most dangerous killer spiney the world
has ever seen.
It shoots fire and cannon-balls endlessly in all directions.
Luckily mario only has to survive until the wiggler trigger ends, otherwise this would
have probably been his end.
But mario still has to survive three boss fights against bowser jr before he finally
made it through the video.
The first encounter with bowser jr is rather easy, the heir to the koopa throne sits in
a cloud at the top and shoots towards mario at the bottom.
All that mario need to do is to jump at one of the springs at the right moment in order
to reach the upper area, and touching bowser jr, there kills him and ends the first encounter
against bowser's son.
But now things become more dangerous.
Here mario encounters bowser jr, in a dangerous arena.
The floor is cycling up and down and there are cannons and chain-chomps which are additional
threats to mario.
Fighting here is really chaotic, mario even pics up a part of the floor by accident, if
this fight was in the smb style this wouldn't have happened.
And now let's take a look on the last fight mario has to fight in this little video.
In this arena there are spiney on tracks which shoot dangerous spikes into the arena.
Bowser jr is immune to their ouching ability but for mario they are lethal.
So there we have 40 super mario maker ideas in roughly 800 seconds, I hope you enjoyed
this little video, if you enjoyed it don't forget to leave me thumbs up and maybe you
currently feel like dividing 800 by 60 to find out if I'm lying 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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