“Don’t Stop Running” in Super Mario Maker!

This week super mario run celebrated it’s
first birthday. Super Mario Run is a pretty interesting game
for the mario franchise not only is it mario’s first own game on android and iOS, but it
is also the first Mario game, where Mario is forced to run, no matter if he wants to
or not. But is Super Mario Run really the only game
where Mario can’t stop? Or is it possible to create a Don’t stop
running stage in Super Mario Maker as well? Well you probably guessed it by now, today
we are going to add a new entry onto our dangerous list of evil, today we are going to take a
look at a stage where Mario isn’t allowed to stop running. So are you ready? Let’s do this! So first we are going to take a look at the
stage and afterwards we are going to take a look at how everything works. This is the don’t stop level. Mario is forced to beat this stage without
ever slowing down, because if he decides to just let go of the run button for a second
the floor transforms into shiny yet deadly coins and mario is forced to take a lethal
lava bath. But if Mario wants to proceed here, he not
only needs to run like crazy but he also needs to collect the five red coins which are along
the way in order to get a key because the only door here takes him back to the beginning
of the stage. The level changes its layout slightly once
Mario made it through once. Some new bullet blasters appear which block
his path now while others go away. It is only possible for our running plumber
to collect all coins during the second run through, since a couple of coins are unreachable
the first time he makes it through here. If Mario misses a coin he is sent back to
the beginning of the stage over and over again until he finally collected all five red coins
and obtained the key. Together with his new friend, the key, mario
is able to unlock this door which grants him access to the checkpoint flag and the second
part of the stage. This area works a little bit different than
the one before. Once again everything collapses if Mario only
stops for a split second thanks to a hidden evil don’t stop contraption. But this time mario’s goal isn’t to collect
five red coins but to make it through this area three times in a row. At the end is a door that takes him back to
the beginning, but if he makes it through here three times, the door becomes blocked
and the exit pipe opens up. Everytime our plumber runs through this area
it becomes more dangerous. While there aren’t many things that try
to stop him during his first time, the second time a lot of evil threats appear. Suddenly there are cannonballs, bullet blasters
and lava-bubbles which try to stop mario. But stopping is no option. Because stopping is lethal. Once Mario survived this area for the third
time the exit is unblocked and he is finally able to reach his beloved axe at the end of
the bridge. Hooray! Okay so how does this stage work, well it’s
actually surprisingly simple. This is what a don’t run contraption cell
looks like. There is a winged p-switch on tracks and a
muncher, and that’s it. Once the winged p-switch gets loaded it starts
to move towards the muncher, if the p-switch hits the muncher it is triggered and in consequence
the floor is destroyed. The reason why this works is because of mario
makers wonderful loading logic. Entities on tracks are only loaded if they
are no more than four blocks away from the current horizontal camera border. The pswitch takes a little bit more time in
order to reach the muncher, than it takes mario to run through one screen plus four
blocks. So if mario runs the p-switch becomes unloaded,
but if mario only stops for a small moment, the p-switch isn’t unloaded and therefore
triggered. And that’s the whole trick. It’s not even necessary to put the cells
this close together, if you are running into troubles with the enemy limit, but the closer
they are the faster the contraption triggers. So the reason why the stage changes layout
whenever loaded is pretty basic spawn blocking. I won’t go over each change in detail since
they are pretty basic, but the last layout change is really really interesting and the
logic behind it has insane potential. So this bullet blaster here blocks the pipe
the first two times it is loaded but the third time it is loaded the bullet blaster doesn’t
spawn. Right? Well, interestingly no. While this just happened before when we played
the stage we can put mario up there and reload the room as often as we want, the blaster
won’t go away. But if we play the stage as intended the blaster
disappears the third time it is loaded. So the reason why the blaster should go away
is this invisible block, if this block is triggered by the shell the blaster can’t
load, but this block can’t be triggered by the shell, since the blaster blocks it,
right? Well, no. There is this old one hundred year old question
that has plagued humanity for an answer. Does a bullet blaster exist if no one looks
at it? And I’m proud to announce that we as humanity
finally have an answer to this question. So check this out, if mario reloads this room
three times, the invisible block isn’t triggered. But if Mario runs towards this bullet blaster,
the invisible block is triggered the third time mario reaches this area, and the blaster
doesn’t load. The old question, does a bullet blaster exist
while no one looks at it has finally found an answer. No, it doesn’t.I’ll explain in a second
why this works but let’s first take a look at an even cooler practical example for this
quantum blaster. We have a pretty basic room here, to the right
is a contraption consisting of a trigger and a quantum blaster. This contraption is wired to two output question
blocks. This little contraption is able to detect
and store the information if mario walked, or ran at specific location of the level. Here it tests for these four blocks. If our plumber runs through these four blocks
the question block to the left is triggered. If Mario walks through these four blocks though,
the question block to the right is triggered. Crazy isn’t it? So why is this possible. Well it’s actually surprisingly simple! We once again make use of the strange loading
properties of mario maker. Entities are loaded once they are four blocks
away from the camera. This means that when mario makes his way through
this section, the trigger and the shell become loaded and then the bullet blaster gets loaded
once mario comes close enough to it. The thing is if Mario runs the blaster becomes
loaded before the shell is able to pass it. But if mario walks, the shell moves further
to the right, but the blaster isn’t loaded yet. The blaster has no collision detection when
unloaded and so the shell is able to pass right through it and to trigger the other
question block instead. The reason why all this works is because of
something really weird. All basic entities are unloaded if they are
more than four blocks away of the current camera, but moving shells are only unloaded
once they are 16 blocks away. So this means that all entities between block
5 and sixteen outside of the camera are ignored by the shell. Take a look at this scene. If we start this room the shell should never
be able to hit this question block at the end. There are tons of things in its path that
should prevent it from reaching the block, including a chain chomp. Yet as soon as we start this room the shell
travels to the left and back to the right, and if we walk to the block we can see that
it was triggered even though this should be completely impossible, because all the objects
in between the shell and the question block are, in a ,what I like to call quantum state. They exist but they can’t interact with
anything. Or do they exist yet? Anyway, the same happened in the don’t stop
running stage, here the shell triggered the invisible block below the bullet blaster before
the bullet blaster existed, and then the blaster is loaded on top of it. That’s pretty cool and I’m really looking
forward to toy around with this more, because there has to be something completely mind
blowing possible because of it. So yeah that are quantum blaster, 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 experimental today and want to find out if it is possible
to subscribe to this channel if you close your eyes and don’t look at the subscribe
button, or if the subscribe button becomes unloaded as soon as you don’t look. I hope that you have a wonderful day and to
see you soon. Goodbye!


  • aknopf

    The real question is: Did they get triggered because you walked, or where you walking because they where about to get triggered?

  • The Wolverine

    You know what I’m just gonna make the timer so short that you have to run

    Now that’s surprisingly simple

  • Luis Alberto González José

    Game theory falls short. THIS IS THE SMARTEST SHOW ON THE INTERNET!

  • YellowPie84

    But first, we need to talk about quantum states.

  • FiveLives Gaming & Fun

    Can you stop saying its actually surrisingly simple

  • Gibbontake

    Wait I'm confused, why does the shell hit the invisible block only on the THIRD time mario runs towards it? Wouldn't it trigger the very first time?

  • Zee

    How do we cure aging

    It’s actually surprisingly simple

  • Eric Y

    revisiting this after watching many more of ceave's videos make the cool tricks in this video just loading tricks and not that cool anymore.

  • QuirkyGengar

    The title reminds me of an old creepypasta. If you know, you know.

  • QuirkyGengar


  • Lucas

    3 phone apps, and Nintendo STILL hasn't made its own phone.

  • Ice Fox09

    Ceave, You Are Very Smart. BECAUSE THIS IS NOT SIMPLE.

  • Wendy’s

    This is more complicated than quantum physics… HOW DO YOU KNOW ALL PF THISSSSSSS?!?!?

  • Normal Llama

    Do don't stop jumping

  • Sebastián Ramirez

    This is becoming mario 64 levels of crazy

  • Tsumi Yu

    Ah, Schrodinger's Bullet Blaster, a classic

  • DeathBoy 666

    make a playlist labelled 'dangerous list of evil' and add the whole videos related to the dangerous way of evil ASAP (unless you made it already).

  • DogeisCut

    Mario maker run

  • Meelek Edits

    Schrödinger would've been proud of you

  • Aaron Kurlychek


  • Carter Tangeman

    But the subscribe button is ALWAYS within four blocks of the camera…

  • Lori v

    S h i n y y e t d e a d l y c o i n s

  • Mãštër_Šøź

    I retire your my replacement


  • Kimberly Suarez

    “How do you revive a human???”
    “Well, it’s surprisingly simple”

  • Logan George

    Well it’s actually NOT surprisingly simple.

  • I'm Running Out Of Ideas

    So a Japanese speedrun. Okay

  • YourAverageNPC

    What is the intro/credit song?

  • Boon Ballooon

    ….. AKA a speedrun?

  • The_ Broken_God

    There are already levels like these
    They’re called speed runs and kaizo levels

  • Patronus PL

    Bob – Omb:
    If we throw it at further, than the screen, it should load in the block ( even solid! ).
    Example: SMB3 (NES) 8-airship1. On the third tank we have to throw jumped on Bob – Omb out from autoscroling screen. When the screen loads game have to generate bob omb in this place, but there is an solid bob omb cannon. Bob Omb generates in the cannon.

  • dragonblast38cool

    Then Mario dies to a did-you-touch-a-coin tester

  • dragonblast38cool

    Your the best goomba ever

  • dragonblast38cool

    I hope you get really popular on goomtube someday

  • Phantom Phoenix

    Simple just put thwomps above everything in the level

  • Elliott Hill

    2:46 Right?

  • Mohd Adeeb

    But item on tracks are globally loaded.

  • Shydead

    It doesnt let me like the video. Whyyyyy???

    Fixed itself. 👌

  • XxD4RK AL13NxX


  • Da spaghet Boi

    I’ll try make a level with a similar style

  • Chee Chee

    4:28 who came first the chicken or the egg???

  • Angel Egel

    That list of evil is gonna be so twisted with the on and off switches

  • Darek wo

    hi crave take a dont stop crouching mario plz

  • Lady_MInk

    It took me a while to understand, but that is amazing.

  • Christian Rothwangl

    Just put there some montys with a p-switch on top which triggeres when the monty slows down

  • FireSkyOnline

    My brain hurts

  • Daderpycat

    I played this level and got up top in the underground section his reset doors are still there

  • MusicalSkier

    I really hope Mario run type levels are in smm2

  • yeet hitter

    "It's actually surprisingly simple…"
    explains something incredibly complicated

  • Documenter without any original content

    'Quantum Blaster' sounds like something from a sci-fi movie

  • Tomas Gonzales

    Not to be an r/iamverysmart guy, but it is surprisingly simple if you understand the illogical loading logic

  • ohwowdoggo

    i love these but i always feel lost and confused at the end lmao

  • sO gUyS wE dId It

    “It’s actually surprisingly simple”
    proceeds to explain complex quantum mechanics in depth

  • Ian Chung

    You can't find out if a bullet blaster exists if nobody looks at it because then you wouldn't be looking at it

  • Simone Renna


  • Ashton Fortenbacker

    Sorry, the subscribe button does become unloaded. Had to subscribe with my eyes open

  • The Pip

    Quantum blaster is a good band name.

  • Bob Bobson

    Technically, isn’t it the Muncher that unloads, not the P-switch?

  • Robert Q11

    I don’t know if this is just me but how did the bullet blaster trick only work, and always work on the third try. Is there something I didn’t catch or did Ceave just forget to explain that. I’m mentioning this because the example you gave with the chain chomp and all of the other stuff, it appeared that happened every time. If someone can tell me what happened there, or if it is random, please do so. And if anyone sees this out of thousands of other comments.

  • Your mom Gay

    This dudes voice is the best

  • Maxis Maximov

    5:41 "..well it's actually suprisingly simple ! We once again make use of strange loading properties…" -Ceave 2017

  • Squid Games

    Subscribe button has unloaded

  • Bungo251

    Quantum mechanics and time machine theory
    iTs AcTuAlLy sUrPrIsInGlY SiMpLe

  • NPC Grian !

    Actually, because of track memory, the p-switch doesnt disappear; the muncher does.

  • Diamond Dust

    Well, that was all surprisingly simple.

    Not, lol. I love Ceave, absolute madman he is.

  • Heckin pupper

    Schrödinger's Bullet Blaster

  • KillerOtter plays

    It's dissapointing that a mobile game costs the same as a console game.
    That is why i don't have it.

  • Thomas Perrault

    I just used giant twomps instead

  • Dogbackwardsisgod

    The 16th is my friends birth day

  • Wallywutsizface

    Why does it happen after 3 times and not the first time?

  • Crash Landon

    50% of comments: something about ceave saying “surprisingly simple”
    10%people saying how good ceave is at Mario maker/videos
    1%:Hate comments
    1%(including me):Percentages for comments

  • Super Leni

    The Mario can get his axe
    Hmmm does Mario have to run to get the axe

  • Boris Gleichmann

    Actually, as we now know from your videos in 2019, the P-Switches stay loaded while the munchers unload.

  • Peter Nguyen

    99% of the comments are about Ceave saying his famous quotes which was “surprising simple” to notice.

  • Job Krabbendam

    evryting is suprisingly simple

  • Sans

    H o o r a y

  • Noah Landis

    Ceave Gaming:
    iTs aCTuAlLy SUpriSinGLy sIMple

  • RandomStuff YT

    Or just have giant thwamps and the floor as bricks that’s surprisingly simple

  • gamers in a container

    Mario Run released in 2016?! I feel old!

  • lucy davis

    ceaves first word as a baby: it's actually surprisingly simple.

  • JackTheStarman

    Would this work in maker 2?

  • Anton L R

    Don’t stop running: twomp edition

  • S.c. McGowen

    the subscribe button unloaded before I could click it

  • Joseph Fourney

    Don’t stop running more like don’t stop makin this amazin content boiiiiiiiiii

  • Reinmar grau

    Ich brauche jetzt kein Handy

  • XxTheEpicDragonCatxX YT

    Ahh the good old days of the list of evil

  • Wack Attack

    Just so you know in super Mario run you aren’t forced to run the whole time during the level, the pause blocks let you stop and plan your next moves

  • Derrick Rocha-Cerda

    ceave: is it possible to have mario run none stop in mario maker

    SMM2: Hold Meh
    <Liquid Of Choice>

  • Derpy Charmeleon Vlogs

    That thumbnail looks sick

  • Michael R

    Wait, wouldn't it be the muncher that unloads, not the P switch on tracks?

  • Michael R

    I pressed the like btton without looking. I proved the like button still exists when I don't look at it.

  • The Mango Man

    the old days, when there were only 5 entries on the dangerous list of evil

  • Team Awesomeness

    can this be done in SMM2 using on/off switch and dotted-line blocks?

  • Team Awesomeness

    I thought items on tracks stayed loaded.

  • Super Gamer Kids

  • Pig_master 101

    Guys, but this is actually simple and I know why the game is made that way.

  • Lady D

    Recently the only way I can fall asleep is with this channel playing – hope the view time is helping! I hv CRPS/chronic pain & sometimes need a lot of pain relieving distraction b4 I can relax enough to sleep – thanks for providing that!…tho your intro/outro also wakes me up every time so = =)

    Idk if u ever read comments or not but hope u see this someday if you ever wonder why someone had your channel playing damn near 24/7 for a while =)

  • mikel aranceta

    When you just want to know how to make a "don't stop running" level but instead you learn how quantum physics works

  • awesomesniper86

    Two i's in walking

  • paul guillory

    ceave, but every time he says surprisingly simple the video distorts itself

  • Ryan Kerins

    What is the meaning of life?

    I T S A C T U A L L Y S U P R I S I N G L Y
    S I M P L E


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