@13:56 If you look closely you can see that the bill blasters and the door are in a slightly different position (one block more to the left/right depending on if you got the checkpoint or not). There are probably two doors next to each other and the blasters fall/spawn at a different place depending on if you got the checkpoint or not.
@@golemqueen1988I don't really know. I don't think I was right when I said it was affected by the checkpoint tho. I suspect that it has something to do your horizontal position (hight on the screen). If you fall for the trap and don't get the checkpoint you are at a higher position. This could load a mechanism in, which wouldn't have been active otherwise. Edit: Read the other responses. Probably the on/off switch.
@@golemqueen1988 basically what it does is that you load in the cannons differently because you spawn at the checkpoint instead of coming from the left which somehow changes the position of the cannons. Its all about spawning order
@@golemqueen1988 That may be something with the on-off switch ? I think it resets when you die, if the cannons are placed where the switch is, they won't spawn.
+[Andrew Jones] There are certain things that behave differently depending on whether you spawn them in coming from the left, or whether you spawn in close than that. Spawning in closer usually involves a checkpoint, but can also involve a different door or pipe than the one you came in the first time. I believe clown cars are amongst the things that have this effect, but don't quote me on it because I could be wrong.
I' pretty sure when you hit the checkpoint, the ONN/OFF blocks are off, and the launchers fall, covering up one door, but showing the next. When you die, the ON/OFF state resets, so a different, but identical set of launchers fall now blocking the original door, and showing the other. I may be wrong, but this is my explanation.
For the 2nd checkpoint weird door thing, it's _suprisingly simple_ , the blasters are moved to block one door while showing the other when you get in the room the 1st time but when you respawn from 2nd checkpoint it doesn't move the blasters so the door isn't blocked
It's not magic, it's on off blocks: when you come to cp2, blocks are in off mode and the bill blasters 1 and 3 are spawn blocked but not 2 and 4! It's the opposite when you spawn at cp2! there are doors behind blasters 2 and 3.
I figured out how the second trick works, and the first one I heard a bit about on Carl's stream, and it reminded me of a glitch video I saw. 1. There's a glitch where if you walk through a door, then mushroom platforms act weirdly. This is why Mario passed through the ON-OFF switch around 9:40. You can see more about this from Ceave Gaming. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Ydu1-aN_gUE.html 2. Just after CP2, the reason the door goes to different places is because there are 2 blasters around it. Depending on the ON-OFF switch state (I think) the blasters are in a different position, covering one door and showing the other. This is done with a blue platform below the blasters, shifting them by one block. That's also why there's nothing to the right of the blaster.
@@theaustinleeytchanneltalytc OK, I'm a little harsh on this one, since it was a well designed back-to-CP1-troll, but you have to be careful on these levels
Do you know how it push the cannon tho? Isn't Once Twice Thrice Frice uses conveyor belt to push the canon? How about this one? The bottom does not seem to connect to any conveyor belt.
i figured it had to do with what block he is on vertically as the screen scrolls past cp2, if he gets blown up by the whirlwind then it spawns on 'X Block' if he bypasses it and stays on ground level it spawns on 'X1 Block'..... or some such mechanic (im not a mario tech person, i love smm though)
The pipe you went through in the end wasn't in fact red, but blue. You could see it when you went out of it. The right pipe was the one that looked yellow, because the effect shifts the colors in approximately red->yellow->green->blue->purple->red. When I solved this level I figured it out by the change in the color of the arrows, which are usually yellow/brown. When you go through the actual red pipe there are ice blocks that say "YATTA" and you get straight to the goal without a fake CP1 (you could also see that all of the pipes above CP1 are not red). Beside that it was a great and entertaining video that gave me another great troll level to play and a great footage of someone else playing it, Thank you!
I have figured out how it works!. The two cannons in the checkpoint room that are around the door look a little fishy right? There are actually four cannons but two are randomly being spawn blocked, and their are 2 doors. Their is a randomizer which will spawn block the cannons so 1 door is always blocked by the cannon. On the first time, the 2 cannons that are loaded in are one block to the right showing the good rightmost door. The left cannon is blocking the checkpoint 1 door. On the second time, the 2 cannons are one block closer to the left meaning the good door is being blocked by the big cannon. The player will now be tricked into the check point 1 door. THEIR IS PROOF! On the good time when the cannons are closer to the right, if you count how many tiles (ground blocks) are from the donut block on the left side of the screen to the visible door, the gap is 14 tiles. Where as on the CP1 door, the Distance from the donut block to the door is only 13 blocks. The hidden door (good one) is now on the tile right of the Cp1 door. It is hidden by the big cannon. This is my theory and it may or may not be true. P.S it has nothing to do with checkpoints probably.
It’s not a randomizer, it is because of the checkpoint. When you start from the checkpoint the on/off switch is on, so different bullet blasters are loaded, but when you come from the previous room, the on/off blocks are still off from the section before.
5:50 Weird. When i played this level i actually did this part a completely different way. I would jump into the clown car, quickly jump out before the lava bubble killed me, then that activated the buzzy beetle and i could just jump to the platform
13:45 there’s a contraption, that checks if you touched the twister or not. There’s some twomph calculating mario’s calculation point. So in other words, if you touched it, you get to the first room, because of the bullet blasters are blocking the room for the second room, and if you didn’t touch the twister, you get to the CP1 room, because of different twomph movements and bullet blasters
It’s because of the on/off switch, not because of touching the twister. When you start from the checkpoint the on/off switch is on, so certain bullet blasters are loaded and others are spawn blocked by the on/off blocks, but when you come from the previous room, the on/off blocks are still off from the section before, so different blasters get spawn blocked.
I can explain the CP1 perfectly. There are two separate doors beside each other. When you go through previous sections, you go into that room with the switch off. When you come from checkpoint, the switch is on. Therefore, different blasters will spawn and will reveal a different door.
I THINK I have an explanation for the doors switching. Basically, if you spawn at a the checkpoint, the ON/OFF blocks are set to default, ON. When you come in without dying after the checkpoint, it’s set to OFF. Different bullet blasters drop down if the switch is set to ON, and different ones drop down if it’s set to OFF. The bullet blasters block out different doors when they drop down, and therefore you can only go into one of the doors. That’s just my explanation tho, reply if there’s any other explanations that everybody else has (if u want)
"Ok so that kills the Thwomp" -DGR 2019 1:40 That is a MUNCHER not a THWOMP Also DGR that untouchable on/off isn't the only weird thing other troll creators have made...
“I’m very excited to play it.” Yet when you’re playing it, you don’t seem all that excited since you get kind of upset about how difficult the level is when you die.
An easy way to do the door trick is to use on/off blocks. Whenever you respawn from a checkpoint the blocks are red. This means you can make it so that the cannon covers the right door with the blocks