Recently I've been playing through a couple of really interesting Super Mario Maker stages
made by Giant, and I stumbled over a stage made by him, that featured a trick I didn't
know was possible.
A trick that allows us to build a lot of interesting new contraptions.
And a trick that adds a new entry onto our dangerous list of evil.
A trick that allows us to build don't let the cannonballs escape stages.
So today we are going to take a look at Giants awesome stage kill all bill 'n balls and
afterwards we will take a look at how everything worked.
So are you ready?
Let's do this!
So our stage starts simple.
Mario is equipped with a shelmet and has to enter this pipe, and then the action starts
immediately.
Our plumber is entrapped in this room, and dangerous cannons shoot even more dangerous
cannonballs towards Mario.
Luckily mario is well prepared.
Thanks to his awesome jump and running skills, and his amazing special headgear mario is
able to get rid of a lot of cannonballs, while he dodges the others.
Sadly that's not what mario is supposed to do here, because Mario is actually supposed
to make sure that not a single cannonball escapes.
After a while a hidden timer expires, which closes the exit, and throws a dangerous muncher
onto our heros head.
Hm, looks like Mario really has to get rid of each and every cannonball here, so back
to the start.
This time mario is way more careful not to allow any of the evil balls to fly upwards
for eternity.
Bowser may thought that he is able to outsmart mario by building such a complicated level,
but mario is un-out-smartable, this time no cannonball escapes.
Because of this no bullet blaster drops down, but mario is rewarded with the exit key and
allowed to proceed.
Hooray!
The next part of the stage is quite tricky.
This area uses autoscrolling.
But not only does the screen magically move without mario doing anything here, there are
also a lot of branching paths, and most of all, there are dangerous cannonballs and bullet
blasters that try to hurt mario.
So mario has to jump and dodge really careful here if he wants to reach the end of the stage
alive.
But as you wonderful ladies and gentleman watching might already have guessed, reaching
the end alive isn't going to do it here, because once again mario is required to destroy
all cannonballs, and bullet bills before he is allowed to touch his beloved exit gateway.
Since our plumber let a couple of cannonballs live, the exit is closed and mario isn't
able to reach the end, but gets crushed instead.
How crushing!
So back to the beginning, once again.
This time mario does what he is supposed to do and jumps, and bumps into each and every
cannonball along his way.
How inspiring!
Mario actually is able to get rid of all dangerous projectiles that were flying around uncontrollably
here.
But we all know the old saying, the only thing that helps against a bad stage with lots of
cannons, is a good plumber with a spiked helmet.
Anyway after a while mario reaches the exit again, but this time the bullet blaster doesn't
drop down because a pow-block is triggered since mario got rid of each and every bullet
in the stage, and therefore he's allowed to leave.
Hooray!
Okay so how does all of this work?
Well it's actually surprisingly simple in theory, and a little bit more complicated
to execute.
So first the cannonball minigame.
That's very simple ELB manipulation.
The room is set up in a way that the ELB is at exactly 99 once loaded.
This means that question blocks are still able to release their content, but they aren't
anymore if only a single object is loaded in.
The cannonballs are those objects.
Each cannonball counts towards the elb, so if a cannonball escapes then the ELB hits
100, and question blocks can't release their content anymore.
The weird thing is that cannonballs that fly upwards only despawn after about 25 ingame
seconds.
Which is really really weird, but actually quite interesting and useful.
So the timer in this room is set up in a way that it expires, shortly before the first
cannonball would despawn.
Because of this each cannonball that doesn't get removed overflows the elb, which means
that question blocks can't spawn anything if mario misses a cannonball.
The mechanism that decides whether Mario is rewarded with a key, or not is super clever
as well.
This set-up triggers a pow-block if the elb is full, but hits this question block if the
elb isn't full.
So once the timer is over this mechanism grants mario a key if all cannonballs were destroyed,
and destroys a pow block if a cannonball escaped.
Awesome stuff!
The area where Mario has to get rid of all cannonballs while the stage moves towards
the right, uses a similar trick.
So what giant did here is roughly the following.
The ELB becomes filled to a point where question blocks are only able to spawn items if there
are no bullet bills or cannonballs left anymore.
Then there is a global timer that is set up in such a way that it expires once Mario reaches
the final part of the stage.
If all cannonballs were defeated then a pow-block gets rid of this bob omb which means that
the exit stays open.
That's incredible clever, especially the way he handles the global timer is really
smart and something I haven't seen done this way before.
Sadly having the stage run on a global timer means that it's really hard to recreate
a stage build around this idea.
So I set down and tried to come up with an easier to build contraption for such a stage.
So here's what this looks like.
First we globally donut overflow the ELB for 94.
Then we have a couple of cannons fire a couple of cannonballs.
After a while a muncher blocks the exit.
If mario got rid of all cannonballs a pow is triggered and the path opens up.
If there are still cannonballs around however, then no pow block doesn't get triggered
and no exit doesn't open up.
All that we need in order to build such a contraption is this little set up at the top.
There are two shells, one triggers a question block that contains a pow block, after a while.
If the ELB is below 100 the pow spawns and the other shell activates it.
If the elb is full however, nothing happens, and the exit stays blocked.
Here we use two springs, two shells and one muncher.
These items count for 5 towards the ELB.
Since the ELB gets globally donut overflowed for 94 at the beginning, this means that only
if no cannonball are on screen the pow is able to spawn.
That's the whole trick!
And that's it for don't let the cannonballs escape stages in super mario maker.
Shoutout again to mario maker creator giant, for creating this wonderful stage, and for
being an incredible super mario maker creator in general!
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 hyped for the upcoming mushroom kingdom championship
finals and want to hit the subscribe button as well.
I hope that you have a wonderful day and to see you soon.
Goodbye!
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