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Cage Puzzle - Analysis

The Cage Puzzle is a user created level in the game Super Mario Maker, uploaded by SeanHip2. Since this puzzle was created using the castle theme, the goal is to reach the axe at the end of the level. Everything in the level can be manipulated the same as they would be in any other level of this game:

  • Mario can pick up certain objects, like springs, POWs, Koopa shells, and activated Bob-ombs.

  • Mario and other objects are able to bounce on springs, and they can help Mario get to higher places.

  • Falling platforms allow mario to jump from underneath them, but fall as soon as he lands on the top of them. Likewise, donut blocks will do the same thing, but only if Mario stands on them for an extended amount of time.

  • One-Way Gates only allow Mario to pass through them one way, and act as a wall or ground when moving towards them in the opposite direction. Cloud blocks function similarly, acting as a platform to stand on, but can be moved through in any other direction.

  • POWs get rid of any enemy touching the ground and knocks down all coins, as long as they are all on screen.

  • Red Koopa Troopa’s are enemies that won’t walk off a ledge, and can be knocked out of their shell by jumping on them. Their shell will move back and forth when hit, can be jumped off of, hurts Mario if it touches him, can hit blocks, and can collect coins.

  • P-Switches will turn any coin into a spin-block, and any spin-block into a coin.

  • Spin blocks will spin when hit, allowing passage, but will stop after ten spins.

  • Music note blocks can contain other enemies and objects, and releases them when something touches them from above or below.

  • Bob-ombs are enemies that walk around, but can be carried once activated, and can even explode some blocks that can’t be destroyed otherwise.

  • Munchers are enemies that don’t move, but hurt mario if he touches them.

  • And lastly, spikes will simply hurt Mario if he touches them.

Here is how the level starts out:

The first thing players must do is grab the spring without lowering the falling platform. If they lower the falling platform too early in the puzzle, they will not be able to reach certain areas further into the solution.

Next, the player must use the spring to get to the POW. However, they must get it before the spin-block stops spinning, or else they will be stuck in that corner of the screen and have to restart the puzzle. Additionally, they must not throw the POW or hit the music note block during this step. The POW must be used as a platform during other stages of the puzzle, and hitting the music note block will cause the Bob-omb inside of it to get stuck above it.

Since the Red Koopa Troopa can’t walk off a platform, the player must use the POW to attain it. Dropping the POW onto the spring will cause the POW to bounce up, level with the ground the Koopa Troopa is standing on. This will allow the Koopa Troopa to walk on it, and lower down to where the player can get to it.

Since the player can’t throw the POW without it going off, they must use the spring to raise it once again onto the falling platform. This will allow Mario to stand on it without lowering the falling platform.

Players will then have to get both the spring and the shell to the top right corner of the puzzle. To do so, the player must first throw the spring up to the top. Then, they must steal the shell from the Koopa Troopa. Finally, jumping on the Koopa Troopa will allow Mario to reach the top of the POW, where he can then jump up to the spring.

The spring must be placed in the position seen above. Otherwise, when we try to get the Bob-omb to fall out of the music note block (explained later), it will get stuck. Additionally, the shell will be used to hit the turn-block, allowing the player to escape back to the bottom of the level.

Once back on the bottom, the player will now finally hit the POW from underneath. This will knock the coin at the top right out of its static position, causing it to activate the music note block. This releases the Bob-omb inside. Additionally, the Munchers on screen will all be destroyed, allowing access to other areas.

Next, players will have to hit the turn-block and lower the donut platform to let the Bob-omb down. However, since the player no longer has the spring, they must kick the shell and bounce off of it. This provides him with the extra height needed to get up there. However, he must be careful to not get hit by the shell, and he must not be so slow that the Bob-omb falls on his head.

The player will now have to throw the red shell up into the area shown above, and jump just high enough to where Mario can kick the shell without getting stuck above the cloud platform. If the player jumps too high, the shell will bounce back and hit them.

Once the shell is in place, the player will finally jump off of the falling platform to reach the top left corner of the level. This will grant them access to the P-Switch.

Activating the P-Switch will allow the shell to fall and collect the coins, preventing them from turning back into blocks. Players must also wait for the P-Switch to deactivate before moving back to the bottom of the screen. Otherwise, they will land on the spikes and die.

Finally, players will have to jump on the Bob-omb, activating it and allowing Mario to pick it up. They must then take the Bob-omb to the location shown above, and drop it. This will cause it to break the block covering the axe, allowing the player to finish the level.

As a reward, players are treated to a small Rube Goldberg machine as Mario exits the level.

What makes this puzzle so interesting is how it uses Mario mechanics in interesting ways. Mario levels tend to be all about platforming, with few to no puzzle elements involved. This level turns all of that around, and makes you have to think about the specifics of every item in the game and how they interact with each other. Additionally, while there are several incorrect paths players can choose, they all serve to give hints to the player about how they need to be addressed correctly.

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