Apparently I had green hair for this video as it blends in with the green screen lol. Sorry if this was a bit distracting, lighting/camera issues can be a pain sometimes! Thanks for watching regardless!!
I think the clear rate being 2% at most would keep it relegated to Super Expert, though. So if you're doing a no-skip challenge, your run was probably gonna be short anyway.
The 51 checkpoints one was done by putting the limit amount of enemies. When you hit a under a launcher and it kills a bomb, it allows another one to get shot out of the launcher. The keycoins are there because they count as a entity for only like 1 frame. So every time, there is a different amount of coins, so more or less spawn. That's the simple version if the awnser, also I'm tired of typing now. tl;dr: blah blah entities, blah blah, spawnblock, blah blah, hard to understand. Ok then?
One time I mistaked the word "Super" for "Supper" in a clear condition level and was genuinely confused... *"Wait... Mario has to have supper before he reaches the goal? Huh?"*
19:06 My guess: the Muncher slides off a bit when he reverses direction. So the first time from right to left, the Muncher overshot to the left by a little, and the second time, from left to right, the Muncher overshot to the right by a little, which is sufficient to blow up the Bob-omb.
For the check point level, when you collect a red coin, during the animation, it counts towards the sprite limit and so the POW does not come out of the question mark block (might be wrong on the sprite limit part).
Yup you're right, it's entirely based on sprite limits. There was a really long troll level that used the tech about a year or more ago. So it's technically only the 2 standard checkpoints placed within the level but the entity limit shenanigans with the number of red coins that have been collected are what make it work.
@@LazyeyeGreg However there is still the restriction that a level needs to be completed from start to finish, as well as from every checkpoint to finish. So i am guessing there are dev blocks here.
The reason why the world record on the checkpoint level was 38 secs is because usually, the game only starts the timer when the level starts, and saves the time in which you hit a checkpoint, so that when you respawn at a checkpoint, the timer is set to the same time as the time you hit the checkpoint at. But the sheer amount of checkpoints in the level must have bugged this so that it starts the timer at 0 when you respawn from 1 of the checkpoints.
The 51 checkpoint one is using the entity limit to prevent the pow from coming out of the block, everytime u grab a red coin the number of entities in that room goes down by 1 so 1 more pow block can be spawned each pass through
and interestingly does it like twice and a half. when he was saying "please tell me I don't have to do this again" all I could think was "I'm sorry Dave. I'm afraid I can't do that." 10 coins * 2 checkpoints per coin...yeah, gonna have to take 2.5 passes to get to 50, chief.
So, the checkpoints. Every red coin can be used to store states, in addition the order you get them in stores information (getting the one under the chain chomp last prevents the chomp from spawning, but getting a different one last = death by chomp). This is because for a few FRAMES after you pick up a red coin, it counts against the entity spawn limit. By using well-timed red coin collection, detecting exactly when you pick it up (and for manual triggers like the ? blocks, exactly which one you picked up) thus causing different mechanisms to go off.
Thanks for posting these DGR, always entertaining to see :) I'm working on a game in Game Builder Garage, I'll look forward to sharing it with you once it's done.
the bob-omb one was very simple what the creator did is that they stacked some and let others fall on you can tell because some are walking back and forth and others aren't
I was scrolling comments to see if anyone would actually comment this. Its not an Uno Mas but an intended way for reusable checkpoints. Simply going into the pipe and capturing the second checkpoint resets the first. This means that they could have put as many or few deaths as they want as long as the checkpoint they got after was thru a pipe. Love how many people thing its just entity limit when its a simple game mechanic :edit: The pow block dissapearing is most likely entity limit however its just the checkpoints that are nothing to do with it. Also him saying "things are different" is just how the game resets on death such as resetting on/off block and p switch
12:45...am I blind, or could he have just waited for the P-switch timer to run out and dropped down for the win (and this happened multiple times, too)?
*16:30** Nobody:* Nothing. *Dave:* Cannon ball shooters. *Me:* Make up your mind, Dave! Are these cannons or shooters? They can't be both at the same time!
heres the best explanation I can think of for the 51 checkpoint one: when collected, for a short time, key coins become an entity, and end up as part of the entity limit. when you collect a checkpoint it saves how many keys you have collected. you can use this to manipulate what entities can and cannot spawn. this was first discovered by Ceave gaming (there is a video about it on his channel), and I guess the creator of the uno mas level just multiplied that system by 51 and made it so every change was hooked up to a slightly different system from the last. (although they could have done something else, I'm not completely sure)
I feel like the 51 checkpoints was just him wondering "how many times in a level can I possibly spawnblock an item using red coins and the entity limit?"
6:45 The Bob-ombs were stacked on the munchers in some of them (as they never turned around), while others were just walking on the munchers (as shown by them pacing).
I actualy somewhat understand the bomb one. My guess is the bombs on the munchers directly dont explode because they walk in one direction. Which is weird. The ones that did explode were walking back and forth, and those bombs werent on the munchers but it looked like they were. Thats all really
If you wanna know a bit about how the 51 checkpoint level works, it uses item loading limits to remember what you did in the previous death. Past that I dont know the specifics
To be honest, DGR Dave is the best streamer and youtuber among the SMM2 gang. He interacts with twitch comments and even listens to their recommendations and ideas, like the casino idea. He also keeps his eyes on the youtube chat and interacts with many comments and even youtubers who comment on his videos. He's great at streaming and knows how to keep it simple and fun, while giving chat the space and interaction they need, without swearing. Moreover, he likes to play all sorts of games and ideas from fan recommendations to ROM hacks. Even though he is not that smart at really hard levels because he has a chashew sized brain, and he usually rushes a bit due to the chat or just for the sake of content, even though it would be a little bit better if he thinks and takes his time just for the sake of difficulties and clear rates, it makes a really good atmosphere where you could laugh and see the difficulties of the levels and annoyence of #DGR hot garbage levels, which he usually skips now. On the other side, each of the other youtubers have a major flaw which make them not that popular: -Panga barely interacts and just wants to complete levels for the sake of himself and not for the chat and youtubers. -Raysfire is a bit over-interactive and forgets about the levels, which makes him annoying. -Redfalcon is like a pre-evolution of Dave that still needs more practice in communication. -Grand POOBear, even though he is a good streamer, can't hold himself with the swearing. -Ryukahr, who has more subscribers than Dave because he's been an older youtuber and the number is deceeasing very slowly, plays too many series while trying to focus on SMM2, which makes him harder to whatch. -Mayro, who also is a good streamer, doesn't get much due to the fact he's in Britain, which is a different community, and interacts a bit wierd with the fans. -Lil Kirbs rarely uploads nowadays and doesn't interact or stream like the other youtubers do. He is just known for his hogh tolerance and clearing difficult levels, but not much else. -Carlsagn just isn't as good as a streamer like Dave, and is more into creating levels than playing them. Also known for his toxicity in multiplayer. -Desbug, even though he's good at playing and streaming, doesn't have any facial expressions which limit his game ideas. -Barb, TheIncrediblePaco, Troy, TheDragonFeeney, Failstream and other youtubers are either uncommon in the community or have multiple problems that lack their popularity. Now I know each person has his/her own opinion, but this is my opinion on why Dave is best overall, not just in playing hard difficulties or showing off. Feel free to express your opinions in the replies (if you feel like reading this whole comment).
The bobomb thing is different by setting the bobomb on the muncher (in this case notice bobomb is not walking left and right) or just placing it above. The check point thing is done by entity limit manipulation. If you do a tiny jump that only collect the red coin first then hit the block after, the P switch won’t be triggered.
For 6:36 the bombs on the muncher that are stuck on the muncher(noticed by them walking 1 way only)don't explode but if the bomb is walking 2 ways then it's just on top and can explode
When I read this the first thing I thought was "Someone should make a Super Mario World rom hack full of nothing but UNO mas levels. A full game, 51 levels.
The strange mole one is probably just because the mole facing right was its starting position. Also I get the feeling the thwomp spinjump trick only works on sideways thwomps. I imagine the thwomp's own momentum is a factor.
51 checkpoints I think symplectic is a computer scientist. 2 checkpoints × 11 coins + key × 2 states on/off + some p switches + ??? I don't have the endurance to re-watch and calculate correctly. Gute Arbeit, Symplectic. Das Einheiten Limit wurde gut genutzt. 👌
The 51 Checkpoints Level was made using entity limit (i think). the munchers added up the remaining entities so that the count was 99. Wen you got the red coin it plays an animation which triggers the limit making things change when you respawn. I dont have the game so I don't know If i explained that correctly but I think that's how it works.
So if you jump off the edge of a block it doesn't register. Reminds me of a thing I found in Minecraft; I was able to walk off a pillager outpost and I landed on the edge of a block without fall damage. It was cool.
For some reason, when a red coin is grabbed it temporarily is added to the ELB limit so everytime Mario hits a block with a POW in it, the POW doesn't load.
I didn't think an Uno Mas level could get a Bean Burrito award, and yet... (How many of us were screaming "Just go! Don't jump up! Just wait for the P switch timer to end"?)
Red coin death data storage has been known for quite a while and you've probably experienced this in several troll levels but didn't know it. 51 times is just pushing the limits and probably impractical. (also you were probably only at like 20 (maybe 21) once you got the key...to think you thought you were almost done [2 checkpoints x 10 red coins] and then when you died to the chain chomp, you couldn't have been more than 40 (maybe 42), each time you key death is 20-21 "checkpoints" so I think that you were meant to die there...)
6:43 Those setups are not similars ! The left bomb is facing both left and right, which means that it's walking on the muncher (and also that it has been spawned not directly on the muncher) The right one is only facing left, which means that it's chilling on the muncher (must have been spawned directly on the muncher) If it's not clear enough, on the left setup, the bomb and the muncher aren't stacked, but on the right setup they are stacked
6:26 The ones that do explode weren't stacked on top of the munchers and the ones that did were stacked on top of munchers, and weren't moving and therefore turning around.
The 51 checkpoint level is all due to entity limit. By collecting red coin then checkpoint, after the death, something spawn that didn’t before because of the red coin.
The difference between the bombs exploding and not in the seemingly identical setups at the end there are half are stacking on the munch and half are walking free above them (it's just hard to see in a 1 tile tube)
It looked like the bombs that exploded were moving or running faster than the ones that didn't. Not sure if that's why, but that's the one thing i noticed.
The reason the Uno mas level for 51 checkpoints world record was only 38 seconds is because you can jump one block exactly before hitting a block and that made it so the wr is 38 seconds.
That Bomb Uno Mãs reminds me of another in Super Mario World Where if you time going through a door right, while holding a bomb and time it just as it explodes it will not kill you while you go through the door. 🤯
revisiting this video, i can already picture somebody making a lemmys spikey balls or dangerous balls level with the bouncy spikeballs contraption off screen and one ways
It's interesting how having a red coin in place in the 51 checkpoints changes whether the POW switch protects the P switch from the big muncher or not.
Has anyone written documentation on how the various elements of Mario Maker 2 work? I'm thinking as a programmer here, because I'm suddenly curious. Watching a lot of these MM2 videos, I notice how the checkpoints can act quite strangely, where certain things would be saved, and others won't. For instance, the anti-key-death mechanism. When you get all the red coins, get the key, die, respawn at the checkpoint, find that all the red coins need to be collected again, but then suddenly get a key from seemingly nowhere meaning you no longer need the red coins at all. How does the level even know you already collected all the coins on a previous life? Because all the coins have respawned throughout the level already. So how does the level tell the difference between collecting all of the coins on a previous life, and having collected none of the coins at all ever? So... what is saved? And what isn't saved? That 51 death level, there's only two checkpoints. when you respawn at one or the other, how does it differentiate between the first time you respawn at that checkpoint, and the 10th time? Okay, there are the red coins, which I get are recorded. But there are only 10 of those, so that can only explain maybe 20 of the deaths. All the enemies respawn; all the broken blocks and question blocks are back to their original state; and I've also noticed on another video that the on/off blocks are also always reset, no matter what state they were in when you got the checkpoint, they always reset to the same default state anyway (pretty sure it was 'on' but I can't remember and it might even depend on the level). So how does it work? Detailed documentation, that's what we need. Maybe from someone's analysis of a decompiled copy of the game, or someone doing an extreme amount of experimentation. Has anyone already done that? Because if not, it's a massive oversight on the part of the community. I understand why Nintendo won't do it, but the community certainly should.
Apparently I had green hair for this video as it blends in with the green screen lol. Sorry if this was a bit distracting, lighting/camera issues can be a pain sometimes! Thanks for watching regardless!!
Nah man its ok
good video btw
doesent matter still a great vid
I love your Videos, they make my day better
Lugi hat
Imagine getting the checkpoint level on a no-skip challenge
instant loss
Imagine having 51 lives when you get it...
I think the clear rate being 2% at most would keep it relegated to Super Expert, though. So if you're doing a no-skip challenge, your run was probably gonna be short anyway.
@@maxifire32 sorry but you need 52 lives to survive
@@alexanderbabich yes
I think we found the big bean burrito of Uno Mas levels.
You win the comment section.
@@Sean-of9rs Yeah
Definitely!
Why wasn’t this comment hearted?
Same.
DGR truly went to checkpoint city in that uno mas.
exactly lol
@Dyllan Creedon Secret exit
Checkpoint continent
checkpoint planet
Checkpoint galaxy
The 51 checkpoints one was done by putting the limit amount of enemies. When you hit a under a launcher and it kills a bomb, it allows another one to get shot out of the launcher. The keycoins are there because they count as a entity for only like 1 frame. So every time, there is a different amount of coins, so more or less spawn. That's the simple version if the awnser, also I'm tired of typing now.
tl;dr: blah blah entities, blah blah, spawnblock, blah blah, hard to understand. Ok then?
Ceave Gaming did a vid about this. "beating death in smm2" or something idk
@@the_neto06 yeah I watched that
All coins are entities, if not mobs.
How do the creator beat it without checkpoints?
@@DiscipleKnight1010 I wish I knew. I make troll levels and i want one to keydeath but it doesnt work cuz you always need to clear check.
Imagine...
"Alright, it's time for another Super Expert No Skip run!"
*51 Check point level*
"The run is over, thank you for tuning in"
This is the forth time I see someone commenting the same exact thing!
I don't get it
One time I mistaked the word "Super" for "Supper" in a clear condition level and was genuinely confused...
*"Wait... Mario has to have supper before he reaches the goal? Huh?"*
Thats funny
Lmao
Long no see a comment bye u
lol
Lol 😂
Dave (DGR): *Focuses on the weird, wacky, and glitched things in levels*
SMM 2 Players who look for first clear and/or world records: *It's showtime*
It’s weird, wacky, and wonderful things, not glitched. I guess they are technically glitched tho
Panga would be sniffing for that 🧀
19:06 My guess: the Muncher slides off a bit when he reverses direction. So the first time from right to left, the Muncher overshot to the left by a little, and the second time, from left to right, the Muncher overshot to the right by a little, which is sufficient to blow up the Bob-omb.
The thumbnail is literally what Dave sees whenever he enters checkpoint city.
He wants "uno mas"
Or what it should be…
DGR: gets antsy and runs away from p-block that id about it give him the flagpole
Also DGR: We had to play this level three times, trust me.
okay I couldn't tell if there was an actual reason he was skipping this or if I was losing my mind 😅
*POV: YOUR AT CHECKPOINT 51.*
*NINTENDO’S PRESIDENT: ILLEGAL.*
It's actually 54 checkpoints.
We can’t confirm nor deny its existence
DGR: how does he do it?
Mario: a magician never reveals his secrets XD
6:43 the difference here is that one of the bombs is placed directly on the muncher, while the other one fell on to the muncher and can walk freely
Lives in the United States but says 'zed'. DGR Dave never fails to surprise me!
Yeah, he started to say it recently as a joke/reference to the people who do say 'zed'
Yes that is interesting
Oi, I live in America and say "zed" cuz I can't say "z" without it sounding like "g".
@@Syranovæ That's very interesting, thanks for sharing!
@@therealskeledragon558 That's alright mate, I understand certain pronunciations can be hard for some people
For the check point level, when you collect a red coin, during the animation, it counts towards the sprite limit and so the POW does not come out of the question mark block (might be wrong on the sprite limit part).
Yup you're right, it's entirely based on sprite limits. There was a really long troll level that used the tech about a year or more ago. So it's technically only the 2 standard checkpoints placed within the level but the entity limit shenanigans with the number of red coins that have been collected are what make it work.
@@LazyeyeGreg However there is still the restriction that a level needs to be completed from start to finish, as well as from every checkpoint to finish.
So i am guessing there are dev blocks here.
Sounds right
DGR: Smol Brain Play - Plays the 51 deaths to the end
DGR: Big Brain Play - Couldn't you just wait for the P-Switch Timer to end at the down one-way?
its a perpetual p-switch it never can run out
The amount of wacky shenanigans people have found in this game is insane… and we haven’t even found everything yet!
The reason why the world record on the checkpoint level was 38 secs is because usually, the game only starts the timer when the level starts, and saves the time in which you hit a checkpoint, so that when you respawn at a checkpoint, the timer is set to the same time as the time you hit the checkpoint at. But the sheer amount of checkpoints in the level must have bugged this so that it starts the timer at 0 when you respawn from 1 of the checkpoints.
This episode of the UNO MAS series has turned into trolled series. That’s why I love this channel
Imagine getting the checkpoint level in an edless run... 51 less lives, none gained
Imagine pepenga getting this level in his 1000 level endless expert lol
@@duydoan7599 that would be bad especially cuz he cant skip
@@RedLuigiE You can probably cheese it as the world record is 38 seconds and it takes much longer than that to even activate a few cycles
@@chaosruiner I mean, obviously you can, otherwise the level couldn't be uploaded in the first place bc you have to clear it without dying
You'd get 3 actually
I liked this glitch when I saw the 100 sun level.
21:38 That was quite interesting how the 'Time's Up!' message didn't appear
:-O
The 51 checkpoint one is using the entity limit to prevent the pow from coming out of the block, everytime u grab a red coin the number of entities in that room goes down by 1 so 1 more pow block can be spawned each pass through
and interestingly does it like twice and a half. when he was saying "please tell me I don't have to do this again" all I could think was "I'm sorry Dave. I'm afraid I can't do that."
10 coins * 2 checkpoints per coin...yeah, gonna have to take 2.5 passes to get to 50, chief.
That sounds surprisingly simple.
@@irishhuskie2585 its very simple, but people don't expect the level to change so it appears complex
@@nothingnothing1799 I'm just trying to sort out how you can clear it without dying. Wondering where the dev exit is.
@@IRanOutOfPhrases same I can't think of it but im sure there is some clever way to win without playing through it all the way
15:51 leave it to good ol' uncle DGR to find a Bean Burrito UNO MAS level.
HEY THERES ONLY 44 CHECKPOINTS IN THE THUMNAIL MAAAN
There’s 40 😭 (srry I’m a year late)
@@_Supremos_oh yeah i counted wrong😅 also i was 1 year late to this video back then
Crazy how the checkpoint level led to an entire new mechanic in troll levels
You should get a belt with a clock, for when a level is a real waist of time.
Make the belt out of old movie reels Put the belt around some thyme so it can be a reel waist of thyme
Lol
LOL! nice joke!
Dude it’s spelled wase
@@bobdoe6235 it's a pun dude, it be a clock on his waist, a waist of time
At 6:37 the changes is that some are on the muncher and some are stacked on the muncher
So, the checkpoints. Every red coin can be used to store states, in addition the order you get them in stores information (getting the one under the chain chomp last prevents the chomp from spawning, but getting a different one last = death by chomp). This is because for a few FRAMES after you pick up a red coin, it counts against the entity spawn limit. By using well-timed red coin collection, detecting exactly when you pick it up (and for manual triggers like the ? blocks, exactly which one you picked up) thus causing different mechanisms to go off.
Thanks for posting these DGR, always entertaining to see :)
I'm working on a game in Game Builder Garage, I'll look forward to sharing it with you once it's done.
Noice
Can you go back to the checkpoint level and say "Thats a beautiful city, that checkpoint city!" every single time?
the bob-omb one was very simple what the creator did is that they stacked some and let others fall on you can tell because some are walking back and forth and others aren't
Didn't want to type it myself.
How didn’t I notice that
4:15 - That mechanic has always been there since SMB1.
I was gonna say that, you beat me too it
20:19 Imagine if someone adds this at the end of a really hard, really long troll level with no checkpoints 🥶
Andmake the block kaizo as well
Thank you for making this Uno Más level on my Birthday! I really enjoyed it!
P.S. He is using the item stack quite cleverly, every checkpoint deletes 1 enemy at a time.
The Checkpoint thing happens,because
One you gain a second checkpoint, the
first one resets and people use this for hub worlds.
I was scrolling comments to see if anyone would actually comment this. Its not an Uno Mas but an intended way for reusable checkpoints. Simply going into the pipe and capturing the second checkpoint resets the first. This means that they could have put as many or few deaths as they want as long as the checkpoint they got after was thru a pipe. Love how many people thing its just entity limit when its a simple game mechanic
:edit: The pow block dissapearing is most likely entity limit however its just the checkpoints that are nothing to do with it. Also him saying "things are different" is just how the game resets on death such as resetting on/off block and p switch
6:37 the differences are that in some of them the bomb just drop up the muncher, and in the others the bomb was put up the muncher
12:45...am I blind, or could he have just waited for the P-switch timer to run out and dropped down for the win (and this happened multiple times, too)?
There's a mechanism that is activating a p switch that keeps coming out of a pipe
*16:30** Nobody:* Nothing.
*Dave:* Cannon ball shooters.
*Me:* Make up your mind, Dave! Are these cannons or shooters? They can't be both at the same time!
heres the best explanation I can think of for the 51 checkpoint one: when collected, for a short time, key coins become an entity, and end up as part of the entity limit. when you collect a checkpoint it saves how many keys you have collected. you can use this to manipulate what entities can and cannot spawn. this was first discovered by Ceave gaming (there is a video about it on his channel), and I guess the creator of the uno mas level just multiplied that system by 51 and made it so every change was hooked up to a slightly different system from the last. (although they could have done something else, I'm not completely sure)
15:08 this is where he starts playing uNOOOOOO Mas 😂
18:48
i’ve actually noticed that before when making contraptions with that set up
20:35 Wow! That’ll be useful for some trolls lol
I feel like the 51 checkpoints was just him wondering "how many times in a level can I possibly spawnblock an item using red coins and the entity limit?"
6:45 The Bob-ombs were stacked on the munchers in some of them (as they never turned around), while others were just walking on the munchers (as shown by them pacing).
That 51 one check point level was The bean burrito of uno mas's
DGR has officially became one of my favorite RUclipsrs, because he has a YYH reference at the end
Area 51 seems like one hell of a bean burrito troll level!
What was that YuYuHakusho ending song? ahahaha, great video Dave. Thx for the great content!
I actualy somewhat understand the bomb one. My guess is the bombs on the munchers directly dont explode because they walk in one direction. Which is weird. The ones that did explode were walking back and forth, and those bombs werent on the munchers but it looked like they were. Thats all really
If you wanna know a bit about how the 51 checkpoint level works, it uses item loading limits to remember what you did in the previous death. Past that I dont know the specifics
To be honest, DGR Dave is the best streamer and youtuber among the SMM2 gang. He interacts with twitch comments and even listens to their recommendations and ideas, like the casino idea. He also keeps his eyes on the youtube chat and interacts with many comments and even youtubers who comment on his videos. He's great at streaming and knows how to keep it simple and fun, while giving chat the space and interaction they need, without swearing. Moreover, he likes to play all sorts of games and ideas from fan recommendations to ROM hacks. Even though he is not that smart at really hard levels because he has a chashew sized brain, and he usually rushes a bit due to the chat or just for the sake of content, even though it would be a little bit better if he thinks and takes his time just for the sake of difficulties and clear rates, it makes a really good atmosphere where you could laugh and see the difficulties of the levels and annoyence of #DGR hot garbage levels, which he usually skips now.
On the other side, each of the other youtubers have a major flaw which make them not that popular:
-Panga barely interacts and just wants to complete levels for the sake of himself and not for the chat and youtubers.
-Raysfire is a bit over-interactive and forgets about the levels, which makes him annoying.
-Redfalcon is like a pre-evolution of Dave that still needs more practice in communication.
-Grand POOBear, even though he is a good streamer, can't hold himself with the swearing.
-Ryukahr, who has more subscribers than Dave because he's been an older youtuber and the number is deceeasing very slowly, plays too many series while trying to focus on SMM2, which makes him harder to whatch.
-Mayro, who also is a good streamer, doesn't get much due to the fact he's in Britain, which is a different community, and interacts a bit wierd with the fans.
-Lil Kirbs rarely uploads nowadays and doesn't interact or stream like the other youtubers do. He is just known for his hogh tolerance and clearing difficult levels, but not much else.
-Carlsagn just isn't as good as a streamer like Dave, and is more into creating levels than playing them. Also known for his toxicity in multiplayer.
-Desbug, even though he's good at playing and streaming, doesn't have any facial expressions which limit his game ideas.
-Barb, TheIncrediblePaco, Troy, TheDragonFeeney, Failstream and other youtubers are either uncommon in the community or have multiple problems that lack their popularity.
Now I know each person has his/her own opinion, but this is my opinion on why Dave is best overall, not just in playing hard difficulties or showing off. Feel free to express your opinions in the replies (if you feel like reading this whole comment).
Its true what you said about dave and the only other smm2 streamer I watch is raysfire, because he does smm2 multiplayer videos.
The bobomb thing is different by setting the bobomb on the muncher (in this case notice bobomb is not walking left and right) or just placing it above.
The check point thing is done by entity limit manipulation. If you do a tiny jump that only collect the red coin first then hit the block after, the P switch won’t be triggered.
Dave: *Plays Area 51 on Super Mario Maker 2*
FBI: *FBI OPEN UP!!!*
For 6:36 the bombs on the muncher that are stuck on the muncher(noticed by them walking 1 way only)don't explode but if the bomb is walking 2 ways then it's just on top and can explode
When I read this the first thing I thought was "Someone should make a Super Mario World rom hack full of nothing but UNO mas levels. A full game, 51 levels.
The strange mole one is probably just because the mole facing right was its starting position. Also I get the feeling the thwomp spinjump trick only works on sideways thwomps. I imagine the thwomp's own momentum is a factor.
15:35 if anyone wants to skip area 51 with me 😅 (sorry luv u dave)
51 checkpoints
I think symplectic is a computer scientist.
2 checkpoints × 11 coins + key × 2 states on/off + some p switches + ???
I don't have the endurance to re-watch and calculate correctly.
Gute Arbeit, Symplectic.
Das Einheiten Limit wurde gut genutzt. 👌
Well here it is again! My weekly dose of uno mas levels! These are the ones I enjoy the most. Also I haven’t see a ninja speed run in a while
The 51 Checkpoints Level was made using entity limit (i think). the munchers added up the remaining entities so that the count was 99. Wen you got the red coin it plays an animation which triggers the limit making things change when you respawn. I dont have the game so I don't know If i explained that correctly but I think that's how it works.
So if you jump off the edge of a block it doesn't register.
Reminds me of a thing I found in Minecraft; I was able to walk off a pillager outpost and I landed on the edge of a block without fall damage. It was cool.
For some reason, when a red coin is grabbed it temporarily is added to the ELB limit so everytime Mario hits a block with a POW in it, the POW doesn't load.
I didn't think an Uno Mas level could get a Bean Burrito award, and yet...
(How many of us were screaming "Just go! Don't jump up! Just wait for the P switch timer to end"?)
Red coin death data storage has been known for quite a while and you've probably experienced this in several troll levels but didn't know it. 51 times is just pushing the limits and probably impractical. (also you were probably only at like 20 (maybe 21) once you got the key...to think you thought you were almost done [2 checkpoints x 10 red coins] and then when you died to the chain chomp, you couldn't have been more than 40 (maybe 42), each time you key death is 20-21 "checkpoints" so I think that you were meant to die there...)
9:44 there are 2 checkpoints that get used 51 times. I have seen this in his troll level videos
The way it works is that it uses the trick from the ceave gaming video. Essentially, red coins count toward ELB limit when collected.
8:29 imagine getting that level on an endless run
Skip 🤷♂️
8:18 imagine if you get this level in a no skip endless
6:37 Notice, that some bob 'ombs were wiggling left and right, meaning they were dropped on top of the munchers, instead of being placed in a stack!
level: 51 checkpoints
DGR after dying for the 30th time: i can't believe there's still more level !!!!
6:43
Those setups are not similars !
The left bomb is facing both left and right, which means that it's walking on the muncher (and also that it has been spawned not directly on the muncher)
The right one is only facing left, which means that it's chilling on the muncher (must have been spawned directly on the muncher)
If it's not clear enough, on the left setup, the bomb and the muncher aren't stacked, but on the right setup they are stacked
@@Syranovæ you're welcome xD
I’m telling you, the moment I get a Nintendo switch and mario maker 3, I will make the absolute worst and best bean burrito level
The "dying progression" mechanic is a good way to deter speed runners. It also seems to be a good addition to prevent cheesing.
But...
Why deter speed runners?
6:26 The ones that do explode weren't stacked on top of the munchers and the ones that did were stacked on top of munchers, and weren't moving and therefore turning around.
The 51 checkpoint level is all due to entity limit. By collecting red coin then checkpoint, after the death, something spawn that didn’t before because of the red coin.
Hi, thanks for the grat video ;)
Those Munchers looked like they were getting a shiatsu massage. XD
The difference between the bombs exploding and not in the seemingly identical setups at the end there are half are stacking on the munch and half are walking free above them (it's just hard to see in a 1 tile tube)
First you say "Nutsuit" which sounds like something sus, and then into a Japanese level and mention Spiked Balls. Sheesh that's sus, I'm 69% dead lol
It looked like the bombs that exploded were moving or running faster than the ones that didn't. Not sure if that's why, but that's the one thing i noticed.
6:36 some of the bombs are placed separately from the munchers (not as a stack) so that's why they blew up
16:43 this level takes out the powerup but what would happen if you had none? Would you die or get stuck?
You would get stuck, as the creator of that level i had to test that too.
@@Screaming9. nice, thx for responding
Hey you should call this series of uno mas levels "Uno Mess" just like Trolled!!
The reason the Uno mas level for 51 checkpoints world record was only 38 seconds is because you can jump one block exactly before hitting a block and that made it so the wr is 38 seconds.
13:00 big bean berrito award
That Bomb Uno Mãs reminds me of another in Super Mario World Where if you time going through a door right, while holding a bomb and time it just as it explodes it will not kill you while you go through the door. 🤯
8:52 _It's so dense, every single image has so many things going on._
Can someone PLEASE tell me the name of the song that starts at 2:56 PLEASE
It's literally the smb 1 bonus theme mario maker
revisiting this video, i can already picture somebody making a lemmys spikey balls or dangerous balls level with the bouncy spikeballs contraption off screen and one ways
Man, he finally played it! That was one of the first uno mas levels i played, and I'm glad to say i beat it
8:04 I think that's a feature and not a glitch
It's interesting how having a red coin in place in the 51 checkpoints changes whether the POW switch protects the P switch from the big muncher or not.
3:42 the true jank is that mario disappears after reaching the goal
Castle hidden
award needed for uno mas levels
6:53 one had a bobomb stacked on the muncher while the other had a bomb dropped onto it
The helper block is actually a feature believe it or not, put a coin over any interactive block and it will collect
Dave, it’s my birthday today and I love your content
Happy birthday!
Has anyone written documentation on how the various elements of Mario Maker 2 work?
I'm thinking as a programmer here, because I'm suddenly curious. Watching a lot of these MM2 videos, I notice how the checkpoints can act quite strangely, where certain things would be saved, and others won't. For instance, the anti-key-death mechanism. When you get all the red coins, get the key, die, respawn at the checkpoint, find that all the red coins need to be collected again, but then suddenly get a key from seemingly nowhere meaning you no longer need the red coins at all. How does the level even know you already collected all the coins on a previous life? Because all the coins have respawned throughout the level already. So how does the level tell the difference between collecting all of the coins on a previous life, and having collected none of the coins at all ever?
So... what is saved? And what isn't saved? That 51 death level, there's only two checkpoints. when you respawn at one or the other, how does it differentiate between the first time you respawn at that checkpoint, and the 10th time? Okay, there are the red coins, which I get are recorded. But there are only 10 of those, so that can only explain maybe 20 of the deaths. All the enemies respawn; all the broken blocks and question blocks are back to their original state; and I've also noticed on another video that the on/off blocks are also always reset, no matter what state they were in when you got the checkpoint, they always reset to the same default state anyway (pretty sure it was 'on' but I can't remember and it might even depend on the level). So how does it work?
Detailed documentation, that's what we need. Maybe from someone's analysis of a decompiled copy of the game, or someone doing an extreme amount of experimentation. Has anyone already done that? Because if not, it's a massive oversight on the part of the community. I understand why Nintendo won't do it, but the community certainly should.