How Randomization Works in Super Mario Maker 2 !


With the release of Super Mario Maker 2, nintendo
changed the way randomization works in the game. Nothing is random anymore! Clown car randomizers always travel into the
same direction, dropping coins always drop onto the same spot, and even the silly hammer
bros appear to suddenly behave completely deterministic. Or .. so it seems. But hidden in the middle of the newly discovered
desert, a very interesting tower was found. The very varying tower. A tower that changes it’s layout every time
it gets played. Apparently there is still a way to randomize
in the game. Looks like we should take a closer look at
this. So today we are first going to take a look
at this randomizing tower, and afterwards we are going to discuss how randomization
in Mario Maker 2 works. So are you ready? Let’s do this! Alright so here Mario finds himself directly
in front of this randomizing tower. The entrance is currently locked, but after
a bit of exploring our plumber finds this on/off block. If Mario hits his surprisingly resilient head
against this block, then a hidden scroll stop stopping mechanism is triggered, and the entrance
to the tower finally opens up. Hm … I wonder why the stage starts so awkwardly. Anyway so now mario finds himself in the first
room of the tower, there is nothing going on here, it’s just a room that leads our
tower exploring hero into a sub world. But then, the action finally starts! This room features a neat little device at
the top. If Mario jumps towards this question block,
then the coin drops down and grants him a helpful power up. In the next room our empowered plumber has
to simply platform upwards to the exit pipe. But what is this! Those Brick blocks are no ordinary brick blocks,
but they are evil piranha plant dropping traps! Luckily Mario managed to dodge them! That was close. Next up is a small item reward mini game. This brave koopa carries a brave muncher on
his back. There are three note blocks below the koopa,
each one contains a helpful yum yum item, that would definitely come in handy. Mario has to trigger the question block at
just the right moment, for the muncher to activate the noteblock, and for the helpful
upgrade to become available. If Mario messes up the timing however, then
the note block doesn’t drop no power ups, and mario has to continue to explore the tower
without a helpful headgear. How sad! Next our mario finds himself in this room. Here he has to dodge dangerous fireballs,
that a terrifying snake dragon shoots towards him while he waits for a hidden timer to expire. This would be a horrible death trap for a
plumber with less fireball dodging experience then mario, but Mario has seen much worse
obstacles over the years and therefore he easily makes it through this … oh no! … He died! Well that’s unfortunate but at least it
allows us to take another look at this presumably randomized tower. So here mario …. uhm, wait. That’s not Mario anymore. That’s Luigi. Well now that I come to think about it, that
actually makes sense, I mean … mario just died. So Luigi activates the on/off block just like
his bigger twin did before, he enters the ruin, he goes through a pipe and. … Well what is this!? Luigi is in a completely different room than
mario was before! That’s weird. Now Luigi decides to activate the random gameplay
enhancing item dropping box like mario did before, and he is granted a mushroom. Hooray! *click*
Okay since I can already hear the comment section going crazy over this, please put
away the torches and stop sharpening the pitchforks for a second and listen. Look, this is NO loot box, okay! I didn’t start to put loot boxes into my
levels. … That’s no loot box uhm .., it’s, it’s
.. a surprise mechanic! In the next room Luigi, has to first avoid
horrific spikey spikes, that fly through the whole area, before he is allowed to trigger
this scroll stop breaking snake block. The item mini game room is next, but this
time, there is a different minigame. This time luigi has to hit his head against
a question block at just the right moment, for an item to appear at the top. Once the item is up there, the snake block
is able to carry it towards luigi. Now luigi is on the floor where his brother
just died a gruesome death by fireball. But there are no fireballs to be found here
this time. But while this room may lack dangerous fireballs,
there are still terrifying projectiles flying around here. Namely, cannonballs. But Weegee, manages to succeed where his brother
failed. He dodges all the dangerous projectiles and
makes it into this pipe, and transports him to the next floor of the dangerous, very varying
tower. Okay so let’s end this little level overview
here. The level actually continues for quite a while,
next there is a climb upwards through one out of four randomly picked layouts, then
there is either this climbing section where either cannonballs fire, or magikoopas try
to curse our heroes by shooting terrifying playstation button missiles, or our plumber
of choice has to climb upwards on top of a vine, while either bullet bills fire dangerous
dead bone fish, or piranha plants attack. In the next section either flying chain chomps
attack, or cannons try to end this tower climb, before the final boss, against either bowser
jr, or winged boom boom. So how are we able to randomize the layout
of this level, even though most randomizers don’t work anymore at first glance? Well the answer is actually surprisingly simple,
but before we take a look at this, we have to talk about randomness in video games in
general. So the thing is: Randomness in video games
is a lie. It doesn’t exist. Period. So there is probably at least one speedrunner
watching this who just almost got a heart attack so let me explain! The thing is a computer isn’t able to produce
a truly random event. Truly random meaning that the outcome is unpredictable,
even if the initial situation is always the same. Since computer programs, like mario maker,
are basically just very very fancy calculators. Most computer programs use a seed which is
used to calculate a series of seemingly random numbers. As long as this seed is the same it will always
produce the same results, so games need to do some trickery to find a seemingly random
number that is used as the starting point for generating pseudo random events. One trick to get such a random starting number
is to generate it out of the current real world time, since the current time, well,
tends to always be different. Another trick that old games often used, was
just to do some calculation with the inputs the player made to calculate a number that
is the starting point for the random number generation or RNG in short. In a game that works this way all random events
play out exactly the same, as long as the player inputs always the exact same inputs,
which is obviously highly unlikely to happen, and therefore gives an illusion of randomness. So what does all of this have to do with mario
maker? Well the thing is nintendo changed the way
the random seed is generated from Mario Maker 1 to Mario Maker 2. The important thing here is that in Mario
Maker 1, the RNG is completely independent from the level we play. If we start a level several times in the same
spot in the editor, then we always get a different result. In Mario Maker 2 this is no longer the case. The seed is now always the same, when starting
the level. In short, we can load those randomizers thousands
of times, but they will always produce the exact same outcome. So: if we build a small area that leads up
to the randomizers, and have mario travel towards it then the randomizer will always
yield the same results. But, and this is where this stuff gets interesting:
If we travel on top of this conveyor belt again, but this time randomly look upwards
a couple of times, then mario reaches this destination at the same moment as before,
but this time the randomizers actually produce a different outcome! The reason for this is the following. Everytime we start the game, we start out
with the exact same RNG seed but this seed gets changed by player input. As far as I can tell Mario Maker 2 actually
works like those old games, where the player input is the source for random events. This means two things for us, first RNG manipulation
is probably a thing in Mario Maker 2, and second, as long as there is a bit of level
before we start to randomize, then the randomizers start to produce seemingly random events again. This is the reason why our tower starts with
this a little awkward claw section. It’s almost impossible to perfectly reproduce
the exact same inputs every time, before entering the first randomization area, so after this
section, our randomizers suddenly produce a seemingly random outcome again. Hooray! So in short, if we want to use randomizers
in a Mario Maker 2 level, then we have to make sure that there is a short area before
the randomizers, that is unlikely to be beaten by using the exact same inputs twice. Claws are a pretty good item to ensure this. And there is a second thing to keep in mind,
changing the subworld, resets the rng seed. If we send our plumber, or walking mushroom
or whatever through a pipe, then a randomizer directly after the pipe will once again always
produce the exact same outcome. So we need a short section before the randomization,
so that the player input starts to alter the rng seed again. Funnily enough this is only the case when
travelling through pipes. If we enter a door, the RNG seed is not reset,
and randomization works flawlessly. Alright so this is how the RNG seeds work
in Mario Maker 2, but how do we actually build a randomizer in mario maker? Well there are two main randomizers that worked
in mario maker 1 that carried over. The clown car randomizer, and the bob omb
randomizer. The clown car one first. So if a clown car touches ouching spikes,
then it not only looks at us in agony, but it also travels randomly either to the right
or to the left. Using this random output is surprisingly simple,
since we can put most things into clown cars. If we want the randomizer for example to trigger
one out of two shells, then all we have to build is a setup like this one. The main randomizer that we used in our tower
stage, is a clown car randomizer that has a fifty percent chance to trigger an on off
block. This is what such a randomizer looks like. Basically, if the clown car travels to the
right, then nothing happens, but if it travels to the left then it crushes the poor bob omb,
which in consequence triggers our two state block. We can use the signal whether red or blue
on off blocks are currently active to have different enemies appear in the level. All we have to do is to put one set of enemies
on top of red blocks, while the other set lives on top of blue blocks. Depending on the current random state of the
on/off switch either the one set of enemies is allowed to spawn, while the other one is
spawn blocked, or it’s the other way around. Super simple stuff. There is just one thing to keep in mind when
using a clown car randomizer. The bob omb always has to be on the side from
which the randomizer is going to get loaded. If it was on the wrong side, then the clown
car would get loaded first, and travel towards the spot where the bob omb should be, before
the bob omb actually spawns, which would spawn block the bob omb, and therefore break the
randomizer. Alright so the other randomizer is the bob
omb randomizer. That one is best used when we want the player
to trigger the randomization, like we did with our loot bo … uhm our surprise mechanic. Here we use the fact that it is random whether
a coin, jumps to the right or to the left when dropping down. As soon as our plumber activates the question
block, the bob omb does it’s boom thingy, which forces the ugly coin to obey to the
laws of gravity and to either drop onto the noteblock to it’s right, or to the one to
it’s left. We can use the same principle to build an
even simpler pow block randomizer. Here the randomization process is triggered
by activating a powblosion which drops coins down as well. Hooray! Alright so those are the basics for super
mario maker 2 randomization. I hope you enjoyed this little video, if you
did don’t forget to leave me a thumbs up, and maybe you feel especially RNG seeded 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!

100 comments

  • Crash the bundy lord masta :D

    1:10 actually no when he jumps he puts his fist out like a punch

    Reply
  • Saro Lucero

    i could happily listen to this cat talk while anything was going on, even while being tied on a conveyor belt that was taking me into an erupting volcano. it would be fine as long as he narrated what was happening. "oh no. he is going to be burned alive, most likely. that is weird…"

    Reply
  • KarrotKeK

    MY LIFE IS A LIE

    Reply
  • Silvester Ion Starcea

    "luigi's big twin" if they are twins. how can mario be bigger

    Reply
  • Zed-X

    It's… um… it's a SURPRISE MECHANIC!

    Reply
  • Christopher Lee

    Hi Ceave, the bom bomb-randomizer…..isn't actually random. Here is the reason why. Whichever way the bomb-omb is facing, the coin will go in that direction. I haven't done much research, but I put the video on slow, I found that out. So it isn't really random.

    But everything does seem complicated. And you are true, randomization is false in games. Only the computer/maker knows what is going to happen. And if we dunno what it is, only the computer knows which way it wants to go.

    So, yeah, judge me all you want, but I have concluded my statement. Thank you folks.

    Reply
  • Zero Bahamut

    lost my shit at playstation button missiles, ive always thought the same thing

    Reply
  • Kavukamari

    OH MAN I CANT WAIT FOR TWICE TWICE "RANDOMIZED"

    Reply
  • Isaac Villarreal

    Nacho Libre….

    Reply
  • Toth Almighty

    3:00
    Well, now that I come to think about it, that actually makes sense, I mean…

    Mᴀʀɪᴏ ᴊᴜsᴛ ᴅɪᴇᴅ.

    Reply
  • FireKong

    "Playstation-Button-Missiles" ahahahahaha 🙂

    Reply
  • Jörg P.

    Liking your videos is surprisingly simple!😆

    Reply
  • Novgorod

    What is a pow-b-lotion?

    Reply
  • PkmariO64

    “It isn’t a loot box, it’s a surprise mechanic.”

    Bowser: “It isn’t kidnaping, it’s a surprise escort.”

    Reply
  • Hallowizer

    Quantum superpositions are unpredictable…

    Reply
  • 吳子佑 NG TSZ YAU 4A15

    Basically, the butterfly effect.

    Reply
  • Rask R

    Uh… So randomizers weren't broken and you're just too lazy to move a little?

    Reply
  • RodrigoGamer981

    "It's not a lootbox, it's a… surprise mechanic"

    That's why I love the internet

    Reply
  • Jimmy Sitorus

    IT'S A LOOTBOX

    Reply
  • KittyCarrot 2505

    NO! NOT THE PLAYSTATION BUTTONS!

    Reply
  • Liam Lancaster

    Luigi don't you mean green mario

    Reply
  • Neo Chang

    11:11 For the first time in forever, he says ugly coin not shiny coin.

    Reply
  • spider

    What is your maker id?

    Reply
  • Ovidiu Candidiasis

    How to do a randomizer
    Ceave : hooray
    (_OwO/_) my life has changed
    Ceave :see it works

    Reply
  • Idaho

    Its his fist not hiy head.

    Reply
  • Jason Krantz

    i am, sadly, not smart enough to fully enjoy your videos. But i do enjoy trying.

    Reply
  • Connor Santos

    “I mean, Mario just d i e d”

    Reply
  • Zachary Moore

    It’s not starvation, it’s enforced fasting

    Reply
  • Deicide 727

    Wait a moment, did he just say that loot boxes or surprise mechanics? MeMes TiMeS

    Reply
  • It's Omega

    you have to read carl a story

    Reply
  • Marshall Bowdrie

    Why does he talk like that?

    Reply
  • The Best Yoshi

    Great! Now do it in 3D world. It's nearly impossible there.

    Reply
  • BeaBunny

    I just realized something..
    So Mumbo jumbo we all know him He’s the red stone madman
    And ceave he’s the Mario maker mechanics guy
    What do they have in common well it’s actually surprisingly simple

    Reply
  • igooog

    Couldn't you also create a timing based randomizer with that funky spring/shelmet direction manipulation? Would add another dimension of variables that makes outcomes even less consistent.

    Reply
  • Tuff Cracker

    he lies, it's a lootbox

    Reply
  • AidenMcFadden

    “It’s not a lootbox, it’s a surprise mechanic.”
    It’s not a nuke, it’s a surprise grenade.
    It’s not kidnapping, it’s a surprise adoption.
    It’s not theft, it’s surprise eternal borrowing.
    It’s not delivery, it’s DiGiorno.
    Hotel? Trivago.

    Reply
  • Teenacsis

    Roguelike tower in Mario Maker 2…
    N i c e

    Reply
  • Pyroball

    The term you are looking for is a Randomized Starter. In most lootboxes, there are rolls not for a specific item, but for a rarity. In your case, it's for a specific item, so it's not a lootbox. Sometimes Lootboxes have items of the same rarity, but all those multiple items of the same rarity have the same drop rate. Also, mostly lootboxes are separate items that give stuff, so rewards on a similiar fashion, but not in a separate container, are not lootbox rewards (E.G Warframe Sortie Rewards)

    Reply
  • Fun stuff and More

    How did you do that Mario was in a different than Luigi?

    Reply
  • Cappy Man SMM

    Why does the on/off randomizer doesnt work??

    Reply
  • Jake Pinsky

    5:30

    All Pokémon Red/Blue Speederunners: THE FREAK YOU SAY TO ME

    Reply
  • Lucas Fehlberg

    Hey I found something interesting on blue television games channel where you play as a character and the level tells you the character you’re playing as (excluding toadette who is grouped with toad) I think you should check it out and maybe see how it works or something but you don’t have to, I just thought it was interesting

    Reply
  • Nab

    Plot twist they r different levels

    Reply
  • John Kendall

    How deep can we go with controlled randomization?

    It almost seems like you could create "cheat codes" where certain player input would unlock a dev exit.

    Or you could create "skip codes/checkpoint codes" where if a player dies, they can use the correct input to control the randomizer at the beginning to bring them back to a "checkpoint" in the level without ever having to put an actual checkpoint in the level. Similar to the way old NES games would give you a code to start a game from a certain area (like skipping to the Mike Tyson fight in Punch Out).

    Reply
  • Mr. Podi

    There is a softlock area at koopa pow pinigame if you jump next to pow block you get softlock bye

    Reply
  • Wolfgalaxy

    R….. RNG Manipulation….. IN MARIO MAKER?! – goes on Super Mario World style – IT'S TIME TO MAKE PONG.

    Reply
  • FM724

    A tower that changes its layout with each new visit? … Dear god you made Mario Tartarus…

    Reply
  • To Bias

    Ik the tower level

    Reply
  • RedWiimote

    it’s not being assasinated, it’s a surprise permanent nap

    Reply
  • Deveyus

    This neglects the nature of CSPRNG, which are, statistically speaking, perfectly random. They're as random as literally anything in the world can be, and rely on processor entropy.

    Reply
  • BOP BOPY

    Me:i am sharpening my teeth not anything else
    Ceave:u dont Even have teeth
    Me:oh HOORAY

    Reply
  • Samer Karim

    Modern PCs can make true random thanks to a special piece of hardware. This is essential to modern security.
    But this "true random" is more computationally expensive and wouldn't be used in a real time game.

    Reply
  • PulseAnims

    What about the four way pipes randomizor it doesnt work anymore

    Reply
  • Almond

    I made a level where only Luigi can Win ( L stands for Winner anyway )

    Name: Only Luigi Can Win

    ID: RGC-H0V-1QF

    Please share this with anybody and try to get my level some recognition for the tech used.

    Reply
  • Gameboy694

    Please upload your very varying tower level if you haven’t already!

    Reply
  • Matthijs van Duin

    5:40 Just a minor nitpick: while it is formally true that a computer's future output should be entirely predictable from its current state (let's just ignore random hardware faults), having a computer produce random numbers is fortunately not really a problem anymore in practice. I say "fortunately" since secure communication on the internet (and a lot of cryptography in general) depends crucially on being able to generate numbers which are completely unpredictable.

    This is possible because the statement that a computer's output is always predictable from its state has two "gotchas":
    1. Some of its state may be a closely guarded secret of the operating system (or sometimes even kept secret by hardware). As long as the secrecy of a tiny amount of state can be maintained, a "Cryptographically Secure Pseudorandom Number Generator" (CSPRNG) can produce output which is indistinguishable from truly random by any practical means. Such a thing is part of every modern operating system, and it will try to ensure that this secret state is never disclosed or reset/rewound (including across reboot).
    2. The computer may depend on external inputs which are truly random, or at least hard to predict. Most computers nowadays include dedicated hardware (a "TRNG") to produce random bits based on truly random physical processes. This is usually mixed into the state of aforementioned CSPRNG to ensure its output will be unpredictable unless its secret state is known and the TRNG is faulty (produces predictable bits).

    On the other hand, the quality of randomness in games is typically not regarded of being of any real importance whatsoever, so a game programmer will just use whatever happened to be easy and convenient. For exactly the same reason, game consoles typically had no reason to include any hardware for random number generation, until "the internet" happened anyway. (Modern game consoles probably do all include a TRNG.)

    Reply
  • i am a great ape

    if lootboxes are only gotten from play time and not actual money then they aren't that bad right?

    Reply
  • Jonathan Fungus

    This episode finally addressing the facts

    Reply
  • Andrew Hull

    Who else is annoyed with him saying Whore Ay every damn video

    Reply
  • Max boss1912

    Dodge the P L A Y S T A T I O N BUTTONS

    Reply
  • Matias Paripović

    Deadly projectiles… cannibals

    Reply
  • Walker 66673046

    i hate ceave gaming

    c ea ve gaming
    SURPRISE MECHANIC

    Reply
  • Yoshi the Plush

    (3:45) HAHAHA

    Reply
  • Mudkip. Jpeg

    9:15 xD

    Reply
  • Lukas Alvear Arevalo

    I dont see the video yet, but the blooper randomizer still works 😀

    Reply
  • KingBanana 64

    O O F T

    Reply
  • Belikethecoolkid 123

    CEAVE IS INTO MEMES CONFIRMED

    Reply
  • Absolute Zero

    "There's no such thing as true randomness."
    laughs in Mega Man 2 Quick Man

    Reply
  • shockthetoast

    Well, the loot box is actually surprise-mechanically simple.

    Reply
  • karmelek animejszyns

    Hoooray

    Reply
  • Berk Can

    thinking about game angines, it doesnt look like randomizer, normally clown car start to go same directory but according to game engine first of two OneWays calculated first resulting pushing clown car to direction according to first activate OneWay or many because are clown car is moving is too shallow it triggers a collision and thus changing its direction, it depends to state of CPU thus calculate speed and reaction of operations

    Reply
  • the blue yoshi

    *plays the level before i watched this*Wow!thisnis really good
    *sees it was made by ceave gaming*daaaaaang it must have been SUPRISINGLY SIMPLE

    Reply
  • Great Green Gamer

    I'm playing your level I feel happy

    Reply
  • יעקב מכלוף

    Ceave:they are not lootboxes, they are surprise mechanics.
    Me: they are not dislikes, they are surprise negativity

    Reply
  • Jude Hasenpflug

    C ea ve gamesing

    Reply
  • Mario's Revenge Utube

    About it being a lootbox, you lied, but I still like you as much as before.

    Reply
  • In_Ferrd

    he went into a different pipe 3:11

    Reply
  • Elsa Wong

    loot box,he said loot box

    Reply
  • ZakyDaPro

    I'd like lootboxes in your levels! they're cool!

    Reply
  • rcmanisthe1

    I tried to make the pow block variation of this without having the player hit the pow block all day just to rewatch the video and hear him say 10:54

    Reply
  • Megalodon gaming 1000000

    Me: waches a mario maker video
    Add shows a mario ripoff
    Me: How dare you add i Will kill you
    Add:dies
    Me:hooray

    Reply
  • Kurt Wallace

    2:54 Dang that's dark

    Reply
  • Kurt Wallace

    4:57 Ceave: Your Plumber of Choice Toad and Toadette: Sad Mushroom Noises

    Reply
  • Michael Perkins

    You know that tracks have LOTS OF INPUTS from going to them and loading them from different places even in make mode different Upload different play different

    Reply
  • errorsnide

    5:21 Well the answer is actually surprisingly simple

    Reply
  • Patrick Star

    It's not kidnapping peach, its surprise stealing

    Reply
  • the other Gwarks

    In most games they want reproducable random numbers. They could have non reproducable but that are harder to verfiy. You need to store all of them to check if playtrough is not cheated and you habe to ensure that they are not faked. For e.g take numbers /dev/random on PC or Playstation who knows that is was not altered

    Reply
  • Lorpa Da Barão

    mario died for spikes, not snake fireballs xD

    Reply
  • PinkSheep752

    why is there absolutely no comments about GD Colon

    Reply
  • Poke De

    I found a different randomizer

    Reply
  • RandomEpicGames 1093

    Wee gee

    Reply
  • P0rtal Turret

    It’s not a loot box it’s surprise mechanics

    Ceave dank memer confirmed

    Reply
  • Epicnoob 1002

    Exactly like ea/every game with loot boxes

    Reply
  • Cess Papas

    I am here from GD Colon

    Reply
  • YourPalHDee

    interesting.

    Reply
  • X-Ter

    "It's not death, it's surprise permanent sleep."

    Reply
  • Andrew Hasenpflug

    C ea ve Gamesing

    Reply
  • Enzo Sierra

    Nintendo: we removed randomness

    Ceave: hold my DS

    Fans: hooray

    Reply
  • Alphaspy

    1:32 how do you do this background ?

    Reply
  • Just for Lawls and trolls.

    I've tested it, and I think blooper randomizers still work

    Reply

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