7 Crazy Tips, Tricks and Ideas for the 3D-World Style in Super Mario Maker 2 !

September 19, 2019

So when I first got my hands onto Mario Maker
2, one of the first things I did, was to boot up the level editor and to check out the 3D
world style. And, boy, was I disappointed at first. How are we supposed to transfer a signal without
shells? How are we supposed to build clever timers
without tracks, how do we change the state of a level without dotted line blocks, and
worst of all, how the wiggler are we supposed to build combination locks without enemy stacking? So needless to say, I was pretty disappointed. But recently I took a closer look at this
alienating game style nonetheless, aaand as it turns out: There are actually lots of crazy
things possible in the 3D world theme, we just have to approach it in a completely different
way. So today we are going to take a look at a
couple of basic contraptions and Mario Maker shenanigans in the 3D world theme, and we
will discuss how to pull them off. So are you ready? Let’s do this! Alright so let’s start with a simple and
cute deathtrap. So here Mario finds himself in the middle
of one of bowsers many evil theme parks. But what is this, oh no, he is entrapped in
the middle of an evil attraction. The floor and the ceiling periodically change
between being quite walkable, and being plastered with ouching spikes. Marios only chance to survive here, is to
carefully jump in between the moving track blocks. To make matters even worse, an evil winged
peepa with wings enters the arena after a while. Now our heroic plumber has to wall jump perfectly,
until the blaster timer to the right expires, and he is finally granted the shiny exit key,
that allows him to enter the exit do .. box. Hooray! Alright so how do we periodically change the
state of the on off blocks, and how does the timer work here? Well the answer is surprisingly simple .. actually. Bullet bills interact with blocks in the 3D
world style, which is a really cool mechanic, and basically all that we need to make this
work. This blaster on /off block setup to the left
is all that we need to change the on/off block here. Simple! The cool thing is that we do not only use
this signal to create an interesting wall jump challenge for mario, but that this signal
is actually also used to create the key timer. This is what the blaster timer looks like. It’s just a blaster on top of two state
conveyor belts and an enemy carrying a key at the bottom. Everytime the on-off block gets triggered,
the blaster drops down one step, until it finally crushes the poor bob omb at the bottom! Awesome, next let’s try to create a different
type of stage using the fact that bullet bills interact with blocks in the 3D world style! Here toad finds himself in the middle of a
simple stage. There aren’t many threats to our mushrooms
health here, the challenge is something different. The challenge is to reach the end of the level
before the determined bullet bill at the bottom does. If toad fails to win the race against this
bullet bill on an important suicide mission, then the exclamation mark block at the end
of the level extends without our mushroom, and he has to take this door and to retry
everything again. Poor toad, it looks like he is entrapped in
here, until he finally learns how to race a bullet like a boss. Luckily toad is a quick learner, and so he
manages to win the race on his second attempt! Hooray! This one should really be self explanatory,
just a small tip. Whenever we want to prevent our heroes to
ground pound an exclamation mark block, putting two bullet blasters on top of it gets the
job done. Awesome. Hm … I wonder what toadette is currently
up to. Oh that looks dangero .. wow, uhm toadette
be careful, that is really, wow, uhm, puuuuh. It looks like our competent lady mushroom
survived that. Respect. For anyone wondering: That was just a horizontal
moving thwomp with four blasters on top of it. Anyway, time to add a new entry onto our dangerous
list of evil. Let’s take a look at a don’t leave the
water stage! So here weegee finds himself in the middle
of the local swimming bath. But what is this? There are tons of evil piranha creepers creeping
around, trying to eat everyone who was unlucky enough to go for a swim. To make matters even worse there was a sign
at the beginning of the stage, saying that one isn’t allowed to leave the water again
after entering it. But it looks like weegee really doesn’t
want to deal with those creepy creepers anymore, so he tries to jump out of the water. Sadly, that was the wrong call, because this
triggers a p-switch, and a blooper invasion in consequence. Ouch! So back to the beginning. This time luigi is extra careful to stay in
the water, and not to get invaded by bloopers once again. Aaand would you believe it, luigi manages
to reach the exit box alive, hooray! Okay, so how do we detect whether luigi leaves
the water? Well, we do it with good old anti jump thwomps. The thwomps up there are set up at such a
distance that they only become angry once our green hero is higher than this tile, which
is the same height of the water level. The really cool thing here is how we process
the luigi jumped signal. So before we talk over this just a quick disclaimer. If anyone wants to build such a stage don’t
build it like that. That’s overly complicated, and it works
much slower than a setup like this would. The reason we build this in such an over complicated
way, is because the tech behind it is really interesting, but it’s far from the best
way to do it. So basically we have a really long input bus
at the top of the stage that has one output node, and several input nodes. This exclamation mark line here, is our bus. This area here is our output node, and all
the thwomp bob omb buddies at the top are our input nodes. So the output simply triggers a p-switch. If this exclamation mark block gets triggered
it pushes the blaster on top of the p-switch. Both are standing on top of icicles, which
means they are on global ground and never despawn. Whenever one of the exclamation mark blocks
in the bus gets triggered the signal gets carried to the output. So this block destroys this bob omb, which
triggers this block, which destroys this bob omb. You get the idea. The bob ombs are once again on global ground
so that our helpful walking boom bots don’t despawn. Finally: The anti jump thwomps. Those simply explode a bob omb once angered. The bob omb explosion triggers one of the
input exclamation mark blocks, and then the chain reaction is started until the output
is triggered. I have honestly no idea what to actually use
a contraption like this for, but maybe one of you wonderful ladies and gentleman has
an idea! Exclamation mark blocks are generally unbelievably
powerful. They are basically our shell substitution! Here for example we use them to create an
exclamation mark timer. As soon as weegee hits his surprisingly resilient
head against this block, the two exclamation mark blocks get triggered and change the position
of the bullet blaster. Now the blaster lives directly on top of this
p-switch, who is currently enjoying the last ten seconds as a gizmo, because as soon as
the timer expires, the blocks retreat, and the p-switch gets triggered. Let’s take another quick look at a cool
little exclamation mark block trick. So here Mario finds himself on top of a combination
lock. Those three blocks, are his inputs, and mario’s
job is it to hit them in the right order. If he hits them in the wrong order then nothing
happens, and our red luigi becomes trapped for eternity. Luckily figuring out the correct solution
here isn’t exactly rocket science since the crates on top of the blocks give mario
a very clear hint. It’s the one to the left first, then the
one to the right and finally the one in the middle aaaand .. hooray, the path to the exit
doo .. warp bo .. the path towards the exit clear pipe opened up. So how did we do this? Well, the answer is actually surprisingly
simple. This is what the lock looks like. So in order to trigger the p-switch we have
to get this blaster here onto this p-switch. The first input we have to enter is the one
to the right, this destroys those brick blocks, and opens up the path for the blaster later. If we don’t enter this one first but the
one to the left, then the two state blocks change the direction the conveyors move to,
which carries our bob omb to the right, and therefore it is no longer possible to destroy
the p-switch blocking blocks. The second input is the one to the left. That one just changes the direction the conveyors
are moving too, and therefore pushes the blaster to the right. Now the blaster is in range of the final exclamation
block, which now pushes it onto the p-switch. Super simple stuff. As a side note. Exclamation mark blocks are like the most
powerful thing in the 3D world style, and I’d love it, if nintendo added them to the
old gamestyles in an update! They are just so unbelievably useful, same
for track blocks, but we will see more of them in a second. But first, let’s take a look on how to interchange
the four main different forms of input in the 3D world style. So our four main forms of inputs are, p-switch
states, triggered pow blocks, expanding exclamation mark blocks and of course the state of two
state blocks. So this is how we get any other input by triggering
a two state block. This should be pretty self explaining, we
basically make heavy use of two directional conveyor belts. Here is how to change an exclamation mark
block into every other signal. Once again super simple stuff. This is the table on how to transform a triggered
p-switch into each other signal, which you know, isn’t high level elc manipulation
either, and finally this is how we convert a triggered pow block. So this table is kind of interesting since
there is no enemy stacking in 3D world. Luckily we are still able to kind of stack
enemies, thanks to amazing Hop-Chops. If a pow block is triggered all hop chops
die, but stuff that bounced on top of them does not, which is the main trick we use to
convert pow block signals into each other input type. Alright so that’s signal transformation. Hm … I wonder what toadette is currently
up to, we haven’t seen her in a while. Oh, my god she’s toadetttally going to die
here. Toadette please be … oh wow, she did it. What a competent lady mushroom. For anyone wondering, this ghost house bookshelf
death trap uses a cool small mechanic to change the direction of the conveyors at the bottom. It uses a bully clock. This bully basically bullies this poor bullied
on off block for as long as toadette is in range, which periodically changes the two
blocks state. Alright so lone final design is left. So here luigi finds himself in the middle
of a lovely and peaceful ground theme stage. Everything is beautiful here. The wind is quietly breezing around, birds
are chirping in the distance, there are no enemies to be seen. It’s probably the best stage luigi ever
got thrown into. Until he walks into the middle of this room. Because, as soon as he reaches the middle
of this room, stuff becomes a bit more dangerous. Because as soon as luigi reaches the middle
of the room, the ceiling starts to – unfortunately – collapse. And a gigantic meowser starts to attack. Suddenly dangerous bullet bills drop down,
and even the space luigi has to work with becomes smaller. Now it is plumber versus, as a cat dressed
turtle. But luckily luigi took the bullet dodging
lessons serious back in plumber school, and so he is able to dodge all the dangerous flying
projectiles, until the hidden timer finally expires and he is rewarded with the exit key. Hooray! Okay, so this is what the set-up for this
little trap looks like. This little bob omb sets the on off block
to off as soon as it gets loaded, and this little bob omb here, flips it back to on as
soon as it gets loaded. This bob omb activates as soon as luigi is
in the middle of the room, which is how we start this whole contraption. The main star of this setup is this lonely
track block. Track blocks stop to move if an on/off block
is flipped, so only once luigi is in the middle of the room it starts to travel. And then, well, then it simply pushes everything
in it’s way forward, which destroys the bob ombs, and in consequence makes the blasters
fall down. That’s actually the whole trick! At the end we have one of those small exclamation
mark timers we took a look at before. Once both blocks get triggered they transport
the blaster to this spot, where it rests, until the blocks retrieve again, and then
it destroys the bob omb and grants us the key. Awesome, so here we have it. Different tips and contraptions for 3D world. As it turns out there are actually a couple
of cool things possible in this game style, and I’m pretty sure we only took a look
at a fraction of the possibilities here. So with that being said, thank you for watching
this little video, I hope you enjoyed it. if you enjoyed it don’t forget to leave
me a thumbs up, and maybe you feel especially three dimensional today, and want to hit the
subscribe button as well. I hope that all of you have a wonderful day
and to see you soon. Goodbye!

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