Enchanted Games this hurts so much when he talks about the speed, wish he watches carl streams because I remember he explains it whenever he plays x=9 levels
Actually thats incorrect since real world use north south east and west X is the most common unknown value since speed is unknown then yeh x can mean speed
@@patrickboner Actually, due to the computer usage in geography we can also use x and y coordinates with north and east having positive values, while west and south being negative.
I have to say, as a parent, I really appreciate that you do not curse because my kids love watching you play levels. You have a kind soul and wonderful spirit, your wife is very lucky. I subscribed enthusiastically and I wish you a wonderful year!
I wasn't expecting you to play my uno mas! That's awesome! Although for my level, it isn't based on speed. You can walk right into the CP in the subworld. It is entirely based on X position, and only works in smb1/smb3. I haven't found anything else in this game that works like this.
@@Jeloetta it works on values greater than 65 too, and at later x values below x=65 you can use p speed to clip inconsistently, but not at lower x values and gets more consistent the more you move the setup right. My guess is that there is some sub pixel rounding drift.
@@AEtherPi Intriguing. Thanks for the perspective! Math isn't my strong suit but it's fascinating to see people use the nuts and bolts of the code to make unique level designs! I'm hoping to do a Mario Maker video of my own soon so I'll keep my eyes and ears open to see what you do next :D
@@patrickboner Context is very clearly 65 blocks of distance, since MM2 is about building things made out of blocks, and x is very commonly used to refer to horizontal coordinate systems, especially in games.
Remember how in Mario Maker 1, Nintendo decided to punish players for using glitches by deleting their stars There must've been a real life glitch at Nintendo if they thought that was a good idea...
It's to prevent little kids or people that don't enjoy glitches from encountering a glitch level that completely breaks the mechanics of the game and could be very trolly
I'm fired up and tired of the way that things have been, oh ooh The way that things have been, oh ooh Second thing second Don't you tell me what you think that I can be I'm the one at the sail, I'm the master of my sea, oh ooh The master of my sea, oh ooh
Write down my poems for the few That looked at me, took to me, shook to me, feeling me Singing from heartache from the pain Taking my message from the veins Speaking my lesson from the brain Seeing the beauty through the
X is not speed, it's the horizontal position in the level. X=9 was a famous spot in mario maker where certain items behaviors were very strange. Basically x=65 is 65 spaces from the left border of level
To @DGR X=9 was a really famous glitch from SMM1 that meant objects and mobs behaved weird or interacted weirdly on the 9th horizontal column from the left. It meant that you could subvert expected behavior of an interaction by tricking a player into doing something on the x=9 value. Obviously when SMM2 came out it was fixed and people began looking for an equivalent. x=65 is said to be one. Where the expected behavior of objects is subverted for odd behaviors. But as others here have posted it is nothing to do with speed, it is horizontal positioning.
X = 65 is that on the x axis, when the x value is > 65 you can touch the checkpoint. But when < 65 you can’t reach the checkpoint, not depending on the speed
9:49 I can explain what happens there. You throw both POW Blocks within a small enough time frame so that the muncher who is holding the cannon doesn't get affected by the shock wave of the second POW Block. As a result, you use 2 POW Blocks for the price of 1.
An educated guess on why it works for 65 or greater: I'm guessing it's an 8 bit location (with the 8th bit being the sign bit). As you run from the first pipe the game records your location and overflows on 65 and greater. when you died, the game resets your location at the check point (zero), so you can't overflow at 65 again
Level creator: puts a bridge so you can put both POWs there and jump to activate boths at the same time. DGR: Let me juggle this two things really fast.
Dave the x=65 level was that the 65th space in the level on the x axis, not the speed you were running. It was showing that you cant collect the checkpoint in the first area but if you go to x=65 it allows you to collect it. There are tons of weird glitches like this for X=9 such as sliding off a piranha creeper in 3d world.
Not X=9 isn't about speed. X is the horizontal plane on a 2-D grid (Mario Maker being a 2-D game follows a grid system). The point of the level is to show that, if that setup was put at a point in the level that is 65 or more blocks from the left of the course/level, it'll allow Mario to clip enough to hit the checkpoint. Otherwise, Mario is blocked and has to find an alternate route.
X = 65 wasn't about speed, it was about the location of the checkpoint. If the checkpoint is within 64 blocks from the left of the map, then the trick won't work. If it's anywhere from the 65th block over, it will. Precise speed has nothing to do with it.
Dave : it's not safe going through the front door or the back door it's not safe to go through any door Also Dave : proceeds to go through a door. 18:11
1) Loved the video, thanks DGR! 2) Hated the volume change at end of video, thanks DGR! 3) Hated is definitely too strong but fits better than Loved/Disliked so here we are, thanks DGR! =}
It has nothing to do with speed. You can only get it if it’s 65 tiles or more from the start. That’s why you can’t get the first one, but you can the second