This Level Should Be Impossible
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- Опубликовано: 23 авг 2024
- Master of Manipulation by McFixit
C5P-8MW-MFF
It’s more like 1 in 12 billion if you take into account that not every block strictly has to be one of the seven options (like the last one doesn't matter as long it's not a spiny)
But those are still insanely slim odds. If you've seen Lucky Draw from Mario Maker 1, that has six magikoopas, a 1 in 7.5 million chance to clear, and it took 2 years to get an on-stream clear.
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Cool level, great explanation
EPIC
@@Gorillaking-nn5ylcuz it’s true
@@Gorillaking-nn5yl bcz hes right
EPIC
2,7k likes and no reply let my dix this
Imagine the amount of testing done to create that level
I mean, it's probably as easy as making the level up to the point of the next magic koopa and then building the level around what it makes. Unless adding to the level breaks it
You have to beat it start to end to publish it at all. Including updating.@@kiwikiwi5602
It was probably reverse engineered by someone who knew the RNG formula while making the level
That and just making it pop mushrooms while editing the level and just changing them the last moment
@@jaskaranbajwa8443”Probably” nah dude, I’m sure they just spent the entire lifespan of the Earth testing this level 😂
The CRAFTSMANSHIP to build this entire level in a way that guarantees the "RNG" is perfectly aligned is absolutely mindblowing.
Speedrunners when they make a Mario Maker level😂
Its really not that hard. You just build the level until the first magikoopa. Then, you see the result of the magikoopa with whatever input you want the player to hold. Then you build the rest of the stage, adapting to whatever result you got from the magikoopa. If you are trying to force a specific result, like let's say you really wanted the specific string of mushrooms, you simply play with the spacing of the saws.
@@armitronerthat's not how that works... it depends on the time the button was pressed and the time held. Otherwise, it wouldn't be pseudorandom, but a switch statement.
this means that no level can be made truly statistically impossible because it has to be perfectly reproducible movements!
Watch Ceave's video where he managed to make a truly impossible uploaded level in smm2
@@wynnedwards94 Can You link it? I can't find it
@@bastianleyton1951 ruclips.net/video/kXYuHVatK8w/видео.htmlsi=LL0lw1icM8-jo7jp
right but if we don’t have a clear video from the uploader that doesn’t help too much
In mm1
ruclips.net/video/9D5i3K5-QxM/видео.htmlsi=zJNm60nvKRxjt1Ik
In mm2
ruclips.net/video/kXYuHVatK8w/видео.htmlsi=EKZsWsvDsH53EXvc
I've once made a level called "Luck you", which uses another random thing (which seems to vary it's behavior even with no input), the random thing is the acorn, it jumps in a random way
What’s the level code, I’m curious
@@jc___underscore___ MK9-S6P-HBG
It's not very polished and there's some possible "cheese" at the end, but as of now it's still less than 1% clear rate
@@PushXi can’t beat it 😢
🤔
Having tested RNG in mm2, I'm impressed with how much patience was needed to make the level. You have to start at the start every time you attempt to change the RNG outcome
There is no RNG in any computer whatsoever.
But it comes very close.
I think the nearest thing that humanity has nowadays regarding RNG is the Lava Lamp RNG of a well known IT security company (no, I am not kidding)
nice Lavarand shoutout
I believe there's also an approach that uses the randomness of your clicks, if I recall.
The company is cloudflare if people wanna read more on it
I presume u mean lava lamp RNG from Cloudflare
There's /dev/random which is true random.
No random number generator is actually random. They all use a seed and run it through (sometimes not enough, sometimes extremely excessive) mathematical formulas to end up with an outcome thats very hard to predict; at least, without knowing said formulas. The only thing thats different between them is what they use as the seed for the RNG, for example in this case your inputs. I believe minecraft uses the time as a seed when you dont manually enter something
I know that the old pokemon games literally just count the amount of frames the game has been on.
People have found out that you can time the frame pick your starter in gen 3 which makes it have the best IVs and nature
RUclips shorts makers think they're the hottest shit ever everytime they "loop" a video
That’s what I’m sayingnbro
Exactly! It's not cool, it's not original, it's not clever, it's stupid!
Blah blah blah, cry about it. You hate it because it's "common" and all because it's "common" you hate it. Grow up.
@@luhvmelody they never said they hated it, not being impressive to someone ≠ being disgusting to them. Social cues moment
@@backfloop ...? Do you not realize what negative connotation "hot shit" has? You say "social cues moment" when you don't have any idea what's angry or neutral....
Well, it is also about the level's timing. If they use the level time in milliseconds to generate random numbers as apposed to real world time in milliseconds it will always generate the same random number, or the same random item.
There's a lot of things that use RNG, most RNG systems will be rolling new numbers constantly, but they'll also roll extra numbers whenever an RNG using event, such as a Magikoopa morph, or dust clouds, is caused, there's probably a bunch of enemies in the rafters being used at various segments to help nudge the RNG around
This is how TASes do their RNG manipulation btw, it’s not exclusive to TASes.
Hence why you see some random movements during a TAS run which needs RNG manipulation.
A friend of mine made a level using this randomized tech to make it so that if you enter the Konami Code than a complex mechanism will open a blue switch box gate.
Just to add. This is done by having a series of clown cars wedged between noteblocks with stumps inside of them off screen.
They normally will jump left or right randomly. But if you enter the Konami Code they all go a specific way which will activate a series of mechanisms which will eventually activate a switch block if all the clown cars go the correct direction.
The real question is how did they create the level around those required inputs in order to make the level knowing what the items would get turned into
a rather absurd amount of trial and error and dedication
yeah I wanna see a tutorial on this
Input is pretty easy, just hold the button from the very beginning.
And when you set up a new obstacle, you are just playing with enemy and golden block placement until desired result. If you can't get it, make Mario's path a little longer or shorter and try previous step again.
It looks like this level has you hold up and B before the level starts and push no other buttons
@@stephanreiken9912 i would start at the end tbh.
I love how the whole permit office crew is tempted to blow everything up and be a menace but is trying to be formal
Perfect way to demonstrate how video game RNG isn't truly random.
Sol's rng in a nutshell
My reaction to that information: 🤯🤯🤯
that’s actually absolutely galaxy brain level of mario making
True randomness doesn't exist.
This sort of shit is why ppl developed a jinx mentality towards the RNG systems as kids. And started following a certain flow to things. There was a variety of ways to set things up to get certain outcomes.
I’m glad this was only made years after MM2’s release because I couldn’t handle this becoming the new “meta” in level development.
Even if it was truly random I think the chances would be higher since it looks like there's multiple spots where you have to bounce on an enemy, but it doesn't matter which one it turns into
So, in a theorically untampered environment, this extreme luck based level would just be Koopa roulette
Yep, RNG Manipulation. I've heard of this before. Still fascinating to see it in practice, though.
The word you're looking for is deterministic.
It is one of those RNG systems where you can have the exact same results with 100% chance as long as your actions and timing are concistent.
Now that is an interesting mechanic for a troll fake out 'it was auto all along' trick.
This is crazy
So Mario Maker’s RNG is like DOOM’s RNG
Ah, all the things I learned from Ceave Gaming coming back and manifesting in those video
Bro I had no idea you could bounce of the magikoopas shots with a dry bones shell that’s so cool
You can also force magikoopas to always turn block into coins if you fill up the sprite limit
My honest reaction was "oh a level completely manipulated by RNGesus". But ur explanation brought some reason
The sheer creativity in some of these mario maker and rom hack levels is astounding
Reminds me of Pangea’s actually lucked based pick a door, but it’s kind of used in the opposite way, this one makes you not move so it knows exactly what you’ll get, Pangea’s makes you move as much as possible so it’s impossible to know
Imagine someone using this trick to verify a level then putting online to absolutely MURDER no-skip challenges
"lets go gambling" ahh level 💀
Fun fact! Computers cannot be random. All "random" generation is just the computer taking an input from something like a clock, or player inputs, then running it through a super-complex algorithm to change it until it looks random. That's why holding the same input gives the same output: because the RNG in Mario Maker is (likely, i have not confirmed it myself) based on player input.
If you like Struggle this looks like the Perfect type of Mario Experience.
Speedruners: now you understand what RNG man is?
so it doesn't look for a random number but for the exact inputs at a given time, neat
Imagining Dashie’s rage meter and next meter playing this level 💀
Mario fully relies of RNJesus to save his ass here lol
imagine if it was rng and the guy who made it spent months getting that one perfect rng validation run and now its just a deathtrap to endless runners.
It wouldn't really take a couple of months to beat this level if it was rng. If each attempt takes 10 seconds then in order to get a ~50% chance of completing the level it would take around 8.5*10^10 (850000000000) years
"The random number generator in mario maker isn't actually..." No random number generation anywhere is ever actually truly random. Randomness is an abstract concept. Impossible to manifest irl.
Doom and Doom 2 both used a similar RNG system. It simply cycles through a list of numbers every time a function is called, meaning that if you were to record and play back your movements, it would have the same result every time. This system allowed for the recording of demo files, which could be distributed online in a small file format and played back on your computer. This was what popularized speedrunning in the first place
What's the level ID
C5P-8MW-MFF
Fantastic video! Great job Will
Fun fact it’s not random, it’s based on number of jumps, there are a few levels out there that depend on you jumping a certain number of times in order to not softlock!
So the RNG of MM2 turns what should be some kaizo hell into into an autolevel. Fascinating...
as someone who studies computer science this might be one of the worst implementations of RNG or a Randomizer ever, but nonetheless, it's an insanely cool secret
It's always awesome to see someone exploiting how hard it is to get true random in a computer.
You know it's a good game when an element not working as intended can make the game fun
Imagine that the Game actually is fully RNG, and then needing to verify the level
Nothing is random in the video game world. But humans cant react that precisely in real time which is what gives games their random feel.
Random number generators are never actually random since they just are a function that produces and outputs based on a seed value. The seed value could be the time or the number of button presses. That’s the only explanation I could think of.
I was so shocked that the creator had played that level probably millions of times in order to get it posted, but alas…
It’s an Auto Level but you have to be super lucky (or use the up + B strategy)
Honestly after TTH and Bombs 5, I never wanna hear the words “this level” and “impossible” in the same sentence again
Imagine finding this level with one life remaining.
In Mario Maker 1
Cool. Thanks for explaining this
Sounds like the same kind of RNG that the Original Doom uses, it cycles through a list of numbers. These determine every event and, since humans aren't going to react the same way every time, that's how it feels random. It's also how recorded demos can be the same thing every single time.
Nintendo wanted a solution to auto RNG levels in Mario Maker 1 like Lucky Draw. So this was their solution. Kinda smart I guess.
When Nagito plays Mario levels:
As a terraria player, I can say that those are good odds. 1 in a quadrillion is easy compared to getting a rod of discord for both you and your homie.
"Not as hard as Trimming the Herbs-"
bro took The Mushroom Kingdom Lottery to a whole new level
So similar to how your total number of steps affect your weather and luck in stardew
It's not that it should be "impossible," rather it should be highly improbable to beat
Nailed it. Smm2 doesn't use RNG. It's impossible to even build a rng machine, people have tried.
the sociopaths that make chance based levels,
then double down to make that specific level next to impossible.
Thats the crazy part. Since it is uploaded that chances had to be met.
That's pretty much how "luck manipulation" works in Tool Assisted Speedruns (TAS). Push the same buttons on the same frames and you get the same result.
That's why some TAS have runs that consistently get super rare drops (with like 1/4096 odds), and can do so consecutively.
Reminds me about something like the rng in doom, as long as you're consistent, the outcome will be the same. Though there it's a number table and not a really RNG rng.
random number generator can also be just a numbers table.
a great example of why computers (and by extension, software) can't be random
homie is so quiet i didnt realize he was talking until text showed up on screen
Nothing is truly random. Just "chaos theory" ramdom.
I'm more distarcted by the wizard shooting Playstation controller buttons on a Nintendo exclusive game 😂
But as it turns out, that might be what you get
The playstation logos always go crazy
No random number in programming is ever "actually random". There is always something altering the value.
So mario has the power of probability manipulation?
Luck doesn’t work with Mario, he paves his own way like a king
No random generator is random... Like that is why we use lava lamps for security because computers can't do randomness.
Mario be looking up to God hoping he beats this level 😂
So mariomaker two has deterministic chaos?
(Meaning that it isnt truly random and doing the exact same thing will achieve the same result without fail)
Technically every game that pretends to have anything random does this. Most of them just aren't as easy to manipulate as this.
Technically nothing is random, I know quantum physics has things that we can’t predict but I think we just don’t have the understanding yet and it isn’t truly random. It’s probably an argument against infinite universes because humans aren’t random and will never make a different choice.
@@jwjeff11a lot of games generate the random seed based on things like your system clock
Randomness doesnt exist in computers. Its just knowing what its using to figure out those numbers
Levels like that should never exist.
im thinking about how it was even made, let alone how they passed the Clear Check in less than a decade
Makes sense, I guess this would allow Nintendo to verify levels by simply replaying the recorded inputs when a user submits the level. If Nintendo server's can't clear the level with the provided input, then they know it's a hacked level.
“So iT’s aCtUaLlY vErY EaSy.”
Me who failed it nearly 647 times just to make it halfway:
Praying to RNG-Sus in basically all of World 6 in Brutal Mode EX Plus be like:
basically this level relies on pure rng, nothing else, just rng.
"This level should be impossible it's RNG odds are in the quadrillion, look at this huge number... But it's not actually RNG just hold up."
It bears pointing out that saying it's "not random" isn't technically correct; the style of RNG used by Mario Maker is what's referred to as "deterministic". It's not "truly random", but almost no computer-generated RNG actually is.
In a nutshell, how deterministic RNG works, is at a certain point, such as the start of a level, it picks a starting value, and then each operation that requires randomness will iterate upon that value in a way that's functionally random. If the same sequence happens each time, the random values generated and used will be the same each time, in the same order, but the second something different happens, everything goes off the rails.
Relatedly, purposefully making levels like this is actually quite difficult!
(As a note on what *non* deterministic RNG is, it *doesn't* start from the same value every time, often picking a starting value based on the current time. Technically this does mean that even "non-deterministic" RNG can be manipulated like deterministic RNG if you know what you're doing, but in practice that is *extremely difficult* due to the precision you'd need to get the same starting time each time.)
A balls shape is round had me like: WHAT THE FU-
Average mario maker course:
alright now i need to do it without holding up and b
Awesome, love shenanigans like this