This UNO MAS Level Features A NEW ENEMY??
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- Опубликовано: 19 окт 2024
- Episode #56 of the UNO MAS levels showcase series!!!
For those that don't know what an UNO MAS level is, essentially it's a short level made to showcase something neat, unique, silly or glitchy in Mario Maker 2. Typically, once figured out, these levels will take under 30 seconds to beat...but those 30 seconds are usually filled with eye opening moments. Let's dive into these levels!
Shoutout's to all the level creators in today's video. Level codes are featured in the video before each level is played, so check them out!
Check out the DGRchives channel: / @dgrplus
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Complete 'TROLLED' video series: • TROLLED!!! Series
Complete UNCLEARED LEVEL Series: • UNCLEARED (0.00%) LEVE...
Complete UNO MAS Series: • UNO MAS
Complete 'Mario Maker' video series: • Mario Maker Shenanigans
Complete 'Ridiculous and Hilarious' series of videos: • Ridiculous and Hilarious
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Hi, creator of the levels from 7:27 and 9:41 here! I have some things to clear up about these two levels.
For the level at 7:27, the uno mas was that while sledge bros don’t count towards the clear condition, as they have a separate one, fire bros count towards the hammer bro clear con, which doesn’t really make any sense to me. Also, this level was a remake for a contest, the ID for the original level is: HC9-KSX-GJG.
Also the level at 9:41 was only made cuz you were stuck on that same trick 6 episodes ago.
That’s all I had to say, so keep up the good work!
Hey friend from smm2 lol
Cool levels :D
when you see it
wyfsi
when you see it
7:38 The uno mas was that you killed the big hammer bros but it didnt count as a kill. Then you killed a Fire Bros and it counted as a hammer bros kill.
but in the end the fire bro die and count like a kill
@Sam-tl4ho that's what he said
what does "uno mas" even mean?
@@Danold123THKone more in spanish
The best part about Uno Más levels: there's always one more to play. ;)
That "what can you bring" level was a GREAT concept, as was the reverse refreshing concept. Love it!
4:00 That is for all airship levels in every design. The screen scrolling isn't just for this uno mas level.
He’s talking about a sudden frame that lags not the up and down thing he already knows that
@@TheLonelyGhost.What lag?
@@Irish_Enderman i was confused at first but it does seem like he’s talking about a little lag spike
I'm currently on a cross country backpacking trip in the US, and it's always a treat to get a motel every couple of weeks and see Dave's smiling face. Thanks for everything you do!
Oh good luck to you!!
Is it the new dreaded soft lock enemy? It will randomly soft lock you in weird places.
Oh wait, that’s just DGR…
Dave: So it's like a dance party. Cue the music *Music starts and Dave dies* XD
With the Diddy Kong Racing TT theme.
*RECORD SCRATCH*
One of the funniest sounds to exist!
@@gowildler yes it is
The music was a funeral dirge
*I wonder what Dave you are talking about*
7:06
Missed opportunity to call it “ground beef”
10:22 "If you ground pound at just the right spot..."
YOU MISS THE FLAG :D
A well done discovery by Professor Dave. Brilliant!
with the last one: technically, you CAN activate the P-Switch and go through the ON/OFF setup afterwards. (yes, i know it's not the showcase)
Edit: no i'm wrong: i missed the P-Block behind the Bomb
If you activate the p switch it kills the bob omb and doesnt activate the on off switch
@@SYTUH oh. i completetly missed the P-Block there
The bomb would die to p-switch block 🥺
Don't bombs explode when they die by crushing?
@@fawfulthegreat64 i don't have the game. but i can imagine there is a difference between 'getting crushed/pushed' (Tracks, falling blocks/enemies(?)) and 'getting displaced' (ON/OFF,- P-Blocks)
4:00 I think that’s just the natural screen movement of the airship theme Dave…
No he is talking about it lagging a bit not the up and down tthing, he already knows that
@@TheLonelyGhost. Ah okay. I see that now.
19:45
Dave: the sniffing wiggler
Mario: *turns to him in confusion*
edit: fix thanks to some dude's reminder :)
19:45
@@uplandliam1 yo thx
These coins smell nice
11:36 I think this is one of those movement RNG type enemies. Some enemies or items RNG relies on how u move throughout the level. In the first 3 runs u went to the right but on 4th one u went to the left so I think thats what changed it.
I’m going to explain the screen scrolling you pointed out in the Pokey Dance one.
That’s the 3D world Airship style, and the Airship style has a camera that goes up and down.
11:00 If i'm right, the "rng" of kamek is now depending on what we do (move and all i suppose, if you do the exact same thing, kamek should do it too). And i suppose that was to avoid level such the popular SMM1 RNG level.
I believe that is correct,, Ceave Gaming goes in depth about it in his "How Randomization Works in Super Mario Maker 2" video.
Dave has explained this multiple times before. Don't take his overreacting in these videos to heart, it's all acting for content.
Yes, it's based on inputs. As for why they changed it, my guess is for multiplayer. Since the game calculates physics on a frame-by-frame basis dependent upon player input during each frame, the simplest way to synchronize what is happening between each person playing in a multiplayer match would be to send the other players the inputs for each frame and having each player's Switch calculate the results of those actions. If the "RNG" is tied to inputs, they don't have to send additional information to prevent desynchronization that could happen if the RNG. The method of sending only input data would also make it difficult for a player to use a hacked switch to cheat in multiplayer since there isn't some kind of input you could send that would make you move faster or teleport to the flag on their screen to claim the victory away from them.
@@mithkabob Ha yeah, it's may be that. I juste remember that when i tried a level based on a "choose a path, RNG or patience", the "rng" kamek was always the same ^^
11:05 DGR: it’s a red magikoopa back to back times
10:16 "If you ground pound at just the right spot", you'll miss the flagpole
It is amazing that they are still finding jank this far into MM2, these Uno Mos vids never disappoint.
1:12
"combining the spring, with the trampoline"
same thing
20:10 that dog be snoopin.
2:09 "okay Mario's going crazy"
Me: the return of the BLJ
4:12 Airship in 3d world just has scrolling up and down
OMG! Last one is my level!!!!!!!!
Thank you DGR
*Last 3
@@salfoyer2411 I'm iu0018.
I'm Not ノコたん♪.
Remember the Kamek and firebar level? The "rng" can be manipulated
4:00
I see it, there's kind of a half second lag when the last to Pokis scroll in. Based on what I understand about how games work from other channels, my guess would be there's something going on with the tallest Pokis and how they're set up that's causing an unusually high processing load or rendering that many entities (I'm assuming each ball of a Poki counts as a separate entity?) is what's causing the lag as the Switch's processor briefly struggles to keep up with that many computations.
For the fusion level, it can work with other enemies. I have a clip on my switch of me going in a clear pipe right before a koopa troopa and it looked like I had a turtle back lol. That was by pure chance btw not setup
I love the editing Chris great work!
Chris doesn't edit the prerecorded videos, though. Dave edits those (and thus this) himself. Still, Chis should get more appreciation for his work. :)
Me: hey dgr i made u a stage.
Dgr: im gunna play this stage again.....and again......
Ik I’m not the only one who sees a new uno más video then clicks straight on it
7:00 What's more impressive is the fact that the shatters are ALL different every time...
7:04 "Mario getting covered in meatball juice" ... ehhhh a way to describe it I guess
kamek rng is effected by sprite slot and character inputs. also it wont spawn anything a requirement asks for. for example if you need a coin to beat the level then a coin will never spawn and instead the next item in its item pool will spawn.
Dave has explained this multiple times before. Don't take his overreacting in these videos to heart, it's all acting for content.
Wait, so what happens if you max out the entity limit - thus forcing Kamek to only produce coins - but also make a requirement to collect at least xyz coins? Does Kamek just make blocks disappear without creating anything from them?
@@CosmicPlatonix you are correct. kamek will just make nothing and the blocks will disappear
@@heartboy0 woaaah, i'ma use that in a level.
1:10 combining a spring with a trampoline?💀
I like how the level is titled "DGR can't ground pound" but at 10:17 he gets a two-block ground pound first try
This games been out for so long and people are still finding new exploits… that’s amazing lol.
Nacho libre reference at 11:54!!!!!! Let’s goooooo jack black babyyyy!!!!
this would make a good creepypasta XD
8:33 The gimmick with that level and Big Mario has been used in one or two troll levels! I forget which ones, unfortunately, but there's definitely one that makes you go through a thin shaft while in thick mode by getting a POW block to push you.
The scrolling in the pokey dance is just the airship theme.
15:05 this happens because the sides of winged blocks have no collision with most (if not all) enemies and items.
12:37 better idea, dont make a refreshing level, they make me feel like if i showed it to a person prone to seizures they would fall on the floor and start to have 3 seizures at once
7:20 is showing that when you kill the sledge bros (big hammer bros), it does add to the clear condition, it does that because it counts sledge bros as different enemies with also giving them their own clear condition.
Also the title is wrong because it gives you the clear condition when killing the smoll bros, not when killing the hammer and the big hammer bro.
Gerbil is a pretty underrated creator, makes some good troll levels.
at 16:04 it is 720p and 1080p that can see the glitch, its better on 1080p as the glitch looks faster but anything under 720p doesnt see the glitch
"Hammer, not Fire" has a clear condition for hammer bros. And not fire bros. Which is why that works
DGR: But if you ground pound at just the right spot..
Me: you can miss the flag by a pixel
Nintendo complaining about glitch Inus in their own games is like those Bullet Bill launchers, they go bbrrrrrrtr
These are truly some of the weirdest uno mas levels I have seen
Also i made my own new enemy for my superworld, i called it: pyro pokey, how to make this enemy: step1: make 4 rows of tracks starting from the bottom close to each other, step2: make a fifth track above the fourth track and make the fifth track short and open ended, step3: starting from the bottom, place lava bubbles to every track except the fourth track, then place the pokey on the fourth track, now you have a pyro pokey, you may costumize it if you want.
8:51 : Me: You gotta...you didn't try....
8:52 : DRG: Ooohhhh.bmp
Luckily, I haven’t had the meatball splatters since my old college days.
The rapid 60fps fidgeting also requires 1x playback; I’ve had to go back an rewatch so many segments because they looked normal at 2x and I only realised when you said something at the end ;)
why do you watch videos at 2x speed lmao
@@StalinkTz Because 90% of the time I can still follow quite happily, and by this point without it everyone talks so slowly.
It's a spring with a twister enemy. I call it the Springnado
The magikoopa level seems to remove his RNG because RNG works differently in SMM2 than in SMM1. I believe the seed for RNG in SMM1 was based off of system time, but now the seed for RNG in SMM2 is based on player movement. Since it was art the start of the level, you hadn't moved, therefore the seed was the same.
The magickoopa RNG is gone in SMM2. In SMM1, it was completely random. because of the netplay feature, there is a pseudorandom number table in SMM2. Basically the same random numbers in order. The table starts at the first number and indexes once each time a random number is called, or with specific player movements. This is to sync up netplay.
Fun fact: This is exactly how Doom's (1993) RNG works, and also for the exact same reason. To sync up netplay. A convenient feature is extremely small demo files, which only record player inputs instead of recording a whole video. If the player's actions are identical, the game will play exactly the same each time every time.
That flying boot is so much more of an improvement over my space program uno mas. :V
The fact you can't see the glitch in lower quality on youtube is an uno mas level by itself, I thoyght you just made a passing comment, but it is the case. Likely because the glitched frames were rendering 60fps.
15:53 fireball matches the song lol
I just got Rick Rolled by the advertisements... No joke.
It was literally an ad for Rick Astley's song.
"Never gonna give you up (Official Music Video)"
Wat...?
4:21 the screen scroll is part of the airship theme
I know the solution to the magikoopa rng one. The spawn is as high as it can go, so you can't see but there is a big box of entities, which makes the magikoopa only shoot red koopas. When you run to the left and crouch, it despawns some, letting a new enemy in. Thats my theory at least, but idk. I make kaizo, not uno mas!
This was a really cool set of levels! So creative.
The last uno mas level can work as a gateway to disable you from bringing an item. Maybe like you could activate a pswitch & then the mechanic pushes you there.
22:49 Is that the TT menu music from Diddy Kong Racing?
Crazy how he instantly figured out how to get past the magickoopa level
4:02 it's called Airship screen scroll
Dave the “weird screen scrolling” is just from the airship theme
Just letting u know
In case u didn't know the spring enemies are called hop chops
At 15:55 the music syncs to Dave throwing fireballs
Love the Nacho Libre reference
I'm getting a mandala effect that DGR had 1M subscribers, is it just me?
I STUBBED MY TOE WHILE WATCHING THIS VIDEO
11:24
“What if I run the left and crouch”
I refuse to believe that he just thought of that and it worked. No.
8:22 when you kill the big one that doesn't encrease the clear condition
The reason the POW block comes with you in the final Uno mas is that POW blocks tend to have wierd properties like the giant gap or this
Possibly related to how pow blocks are EXACTLY a brick's size, unlike springs or P switches.
New enemy?!
the screen scrolling was actually part of the game -.-
Meatball juicer:middle path tier 2:sharpnel juice
16:34 i love how you can only see this one on 720p60
Whats the new enemy? Watched the whole video
Nobody :
Me during start of second level: you good Bowser?
"I'm not impressed by YEW."
-DGR Dave
dude forgot that the screen slowly scrools in every airship theme
4:27 it's an airship theme, it moves up and down
11:15 Once is happenstance, twice is coincidence, thrice is enemy action.
I love UNO MAS !!
11:24 how do you randomly guess a very obscure and random thing to do and it's exactly what you're supposed to do? Looks like you already played the level but you still act surprised at all the glitches
Actually it can do it with pow block too(the yoshi trick that makes yoshi take a spring before it get out of the pipe).
20:00 gamer posture
Damn wiggler got that gamer neck
I can’t find a good video but I think this will cheer me up!😛
The moving screen in the pokey dance level is because it is a airship level.
the 1st one I spotted myself a few days back whilst making my 3dw troll lvl.
I actually made that enemy before, i just put a twister on top of a hop chop, i called this ememy: propeller hop chop.
Dave - Task Sucessfully Failed
what i don't like about that last one is you could had just as easily activated the P switch and gone through to complete the level, alternatively you could had used the pow block before going through because the muncher is on screen.
4:15 I’m pretty sure that’s because it’s the “airship” style with the screen
It's not the up and down movement. There's a stutter as he walks to the right
@@randompersonontheinternet1635 thanks I see it now
Me, knowing spanish: "Did he just say One more Uno Mas?????"
Those levels are called that because you want to play them "one more" time
12:00
Super Mario Maker provides a realistic simulation of creating levels on a game console.
‘Cue the music’ dies*