There have been lots of levels already that showed the exact same thing. It's a glitch that existed for 2 years and there are much more game breaking ones imo
11:30 There was a glitch a while back that allowed you to do the same thing, just a different setup. Unfortunately, my level was removed by Nintendo. I hope this won’t, but I’m not betting it stays.
When a skipsqueak is pushed away from its original position, it will attempt to return to it by walking and jumping. Usually it only tries a couple jumps before giving up
My Software Engineering perspective on *Untouchable Playground:* Dang, what's going on in that level is basically the twilight zone of game design: Any time when the player is able to move, but the programmer is reasonably assuming they won't be, is a recipe for weirdness. As you saw, you can trigger various event handlers for blocks and stuff like mushrooms, but like SCP Omega-K, death is disabled!
i feel it's probably simpler than that. it seems like it never got out of the "entering pipe" animation, so it waits for the next available frame in order to do so -- that frame happens to be the same one that should trigger the game end. since you're not supposed to exit pipes at world end, Mario enters a state where the game still thinks it's running even though the flag has been reached.
@@0xEARTH simpler than what? I think you were more specific than me, not necessarily simpler? I'm a student with minimal practical experience so I didn't want to get into the specifics of the game state in case I said something wrong, but that sounds about right.
@@Twisted_Code so what i'm saying is i don't feel like it's some weird event issue that's causing the movement, i'm saying it's an animation that played at the wrong time and never "ended"
@@0xEARTH I think you misunderstood me. Here the term event handler is just the standard term for code that "runs when something specific happens". I'm not saying an event handler caused the bug. Just that the bug didn't kill most of the on-contact event handlers. In other words, I think we are saying the same thing in different ways and just not seeing eye to eye?
My theory for the one with the coin block and the goal is how movement works in video games. When you move a character in a video game they dont actually move they just teleport from one place to another, and the faster they go the wider the teleporting they do. So for example if you walk mario kight be going forward by one pixel every time he teleports but when you run he might be teleporting by 3. It works the same way for jumping. When you jump normally youll be teleporting by less pixels than if you did a running jump, so when mario jumps normally he teleports enough so he hits the coin block but not the goal, but when he does a running jump he teleports through the block and far enough to hit the goal, and for why he cant clip through blocks is because the game detects if he is inside a block and if he is he will be pushed out.
Magic has a lot of twice twice: at 15:22 you enter the room at the position of the pows, but leave one tile to the left. At 16:25 you came from the ground, but leave to the right. A magic cooper sure hide the ending at CP1 und 17:51 could be a well hidden vine.
Yeah, I noticed those things as well, such as the positioning in relation to the pows (helps to pause the video right there). It was mostly a lot of twice twice and using effects to hide where Mario is actually leaving and entering. As for CP1 appearing to give Mario a mega shroom when it gave him just a mushroom earlier, my guess is that the note block that bounces him up right before finishing the level actually has a mega shroom in it, but with no place for it to actually go, Mario gets it instantly so you don't see it - and also at the exact same time he touches the CP. And then he gets clipped into the flagpole in the solid wall to the left of him due to his size. Or something like that. Either way, it's actually just a bunch of tricks and distractions, not so much magic. Still a very cool level, though. :-) The one where you control Mario after the level ends, on the other hand, that one was the coolest I've seen, I think.
If there's one thing skipsqueaks love it's their spawn point? If one moves from it they will ignore Mario as they continuously try to return until they either reach it or give up eventually. Poor guys just want to go home.
I wonder if there is any way to kill Mario even after touching the goal pole, and send him back to the start or last cp. if so, that walking-around-after-touching-the-flag glitch could be used for troll levels as the clever solution to actually win
dude i remember subbing to you back when you like at 20k or smthing. along with mr. a or smthing another mario youtuber. didn’t expect you to grow so much so fast lmao
10:26 This level feels like a free demo, where you get access to a small amount of content on a timer. Edit: 20:30 I initially misread the the course title as "plank jank", so I'm not surprised that you made that mistake.
For the "Kaizo block suc", your Mario sprite moves faster while running, so running bundled with the frame rate for the interaction with the kaizo block, it places you just slightly higher when the initial interaction with it.
@DGR : A main Mario mechanic to remember is that a [?] will always make the item inside it go the opposite direction of the side you hit that block from (hitting block on its right side sends the bomb in it left)
@@festry_ I mean that the object will move the opposite direction of the side you hit that block on (example : hit block with mushroom on its left side and the shroom appears then moves right)
21:48 It's trying to jump but can't and Nintendo forgot to put a cooldown timer on its jump speed; it's jumping as fast as the Switch's processor can process the command as a result.
The piranha creeper level was hilarious. And the one that let you control Mario after the end of the level is probably the coolest Uno Mas I've seen. I've gotta try that out.
11:45 rare footage of a wild DGR using it’s mating call 14:49 a wild DGR challenging another male for a mate 16:35 perfect sync On the “entity limit escapade” level, there are many entities off screen. Causing the things inside the level to hit the entity limit. When the entity limit is reached, question blocks and pipes won’t do anything. By eating the 1-ups and triggering the p-switches and pow blocks, you cause the entities to stop hitting the limit. Which frees the pipes and question blocks
I can understand the goal glitch in "untouchable playground". Apparently, you touch the goal pole before the "exiting pipe" animation finishes, the goal event will lock your character from movement, but then pipe animation will unlock character again. (since pipe also locks your character to play the entering and exiting pipe animation)
3:32 when running and jumping at the same time in super Mario brothers 3 it makes you jump higher, faster. Thus giving you more time to reach the goal before the block spawns in
15:44 Yes, Dave. You are right, it was a keydoor 21:47 I finally realized the Dead Shroom's mouth is 'their' eyes 23:50 Uno Mas my second level Uno Mas
To do this: All gamestyles except 3D world: have spikes at the top of the screen, and have the shaking sound effect play, look at the top of the spikes. 3D world: place spikes at the top of the screen and the 3D camera angle will let you see them.
That first one gives me an idea for a troll to use. Get them under the floor like that, and put them on a moving platform moving right. A little bit later, the player stops and a separate platform is shot up about where the player THINKS they might be, on which is a buzzy beetle with a galoomba on it, heading straight up into a spike. The idea is that, in the split second the player sees that they have stopped moving right and something is coming up right into a spike, that they briefly mistake the two-enemy stack for being Mario just long enough to accidentally try to move or jump to avoid the spikes. Which causes their real body to die. If they stand still, then they live.
Correct if I am wrong but at 3:30 the running speed indicates how high you jump and because normal jump and full run jump have same timing but different speeds it gives you the finish before kaiso block appears
The glitch in minute eleven was already there and much easier to do a few updates ago but it was supposedly fixed in the 3.0 Update and I did not know there was another way to do it! Thats Amazing! (If you do the same setup but dont touch the goal and fly in the sky the game completely glitches out which is extremely funny... Might wanna replicate it and try out ;)
Imagine making a level and then getting to watch a streamer flip his lid about how cool it is, playing it over and over again yelling "WOW" the whole time and smiling.
The levels with all the doors and pipes aren't really uno mas levels but rather very well hidden twice-twices which utilise enemies or particles obscuring the view of your entry while making you think you've entered the room from a different door or pipe nearby, the first twice twice with the key door is done via a banzai bill hiding the set of doors, the second is due to the zap sound effect hiding your entry and a blue platform hiding the actual pipe you came from, the doors don't actually change
The first level uses custom autoscroll to lock the screen in place and puts the gameplay below it. Scroll stop doesn't work because you need a hole for Mario to enter.
My explanation for Untouchable playground ( I think ): As you can see when mario jumps off the flag, he goes out of the pipe again (plays exiting pipe animation) and the game thinks you just left the pipe, and thinks you are still in control, since the flag doesnt collide with mario, he doesnt jump on the flagpole again. Basically im saying that the game thinks mario just came out of a pipe. I say again, he plays the exiting pipe animation after jumping off the flagpole. Took a while 😅🤣
If you're genuinely interested in a P-switch hat, I make custom costumes and fursuits on commission, and I could make a P-switch hat easily (though it would be fabric with foam inside). I would just need a bit of information first (head size, etc.) before I could complete an order like that.
Sure you can't read Japanese (not like I can either) but you *can* read traditional Spanish which I also can't read. That's an excellent trait to have especially in the school I go to
Dave: It is pronounced “hoo-lee-ah-no”, don’t worry, and it does mean “my second Uno Más level”. The level name is pronounced “me seh-goon-doe nee-bail Uno Más”. (At least it is in Puerto Rican Spanish, but that person is from Argentina, and their accent may be slightly different.)
With that poison mushroom level, I suspect it is just the one, but because it's stuck and can't jump, but thinks it can, it is spam jumping to try and get to you.
9:14 in my opinion if the bill blaster did not crush mario i am guessing it needs to register movement for mario to die like regular crush mechanics including bill blasters