7:40 "This is the LockPickingLarl, and what I have for you today is a Mario Maker 2 chamber lock. To pick it, were going to use these green snake blocks that Dave DGR and I made, and nothing on 1, click out of 2, 3 is binding, got a click out of that one, and... we are open. It really is that easy, folks. In any case, that's all I have for you today. If you do have any questions or comments about this, please put them below. If you like this video and you'd like to see more like it, please subscribe, and as always, have a nice day. Thank you."
Curcuit I like to live my life with no regrets, but I'm going to be carrying that with me for the rest of my life. Take a well-deserved like, my friend.
4:35 Step 1: collect the money Step 2: obtain the key in order to reach the money Step 3: break into the bank Ah yes, that's how you rob a bank. The more you know
If you want more 'themed' levels like the bank robbery one, I think you'd enjoy "A Spacewalk Adventure" (W9M-9JX-HDF). It's got a secret ending AND a secret ending within the secret ending. :)
23:29 My theory is that giant Mario's janky collision isn't being reset properly when you go through the door. It's not your position, it's that you were/weren't colliding with a wall before going through the door, and it "remembers" that collision when it shouldn't. I think collecting the coin through the floor is just regular old collision jank on the part of giant Mario, clown cars, and especially giant clown cars.
Someone should build a non-suspicios setup behind a flag. You are expecting a pipe, but in reality, there is no pipe. You are just running directly into the flag.
@@the8thark I wonder if it's possible to place an unseeable pipe somewhere the player don't expect and they just walk right into it, that would be better for these setups
RNG in this game is based on every single one of your movements. If you wait half a second then go in the door, it won't be the same as waiting a second. However, if you repeat the exact same motion every time, the result will be the same. This is not true for mario maker one. This means that there was no RNG in the level at the level at 20:16. Just in case anyone is wondering, RNG is MM1 is not based on level or movements. I think RNG in MM1 is based on the real world clock, but I could be wrong.
I wonder if the one way door big jank is because it moves Mario a certain distance depending on the placement of the door instead of teleporting Mario to a certain position.
Those were very cool, loved the bank level! Honestly, there have so many non-suspicious set-ups by now that I can't remember them all. Don't want to pick one in case I'm blanking on something really good!
25:08 Boo migration in action. Couple minutes later Carl: How does that work? So you guys know how to make most of your level invisible. Just throw a big boo ring somewhere. Works 100%
normal mario level: jump around and yay and wee and oop there's a block and oop it has a fireflower yaaay mario maker level: MARIO GOES TO PRISON AND HAS TO KILL GANG MEMBERS AND DO DRUGS TO SURVIVE. WILL HE ESCAPE HIS ALMOST INEVITABLE IMPENDING DOOM?
The first one had me like Homer Simpson: "The contest is over. Give that man the 10k dollars!!" But the giant P-switch with the turbo space elevator was awesome too
Just in case someone doesn't know - the boo ring can go "in" a clown car - but because there's nothing in the center of the ring, it's not really "in" the clown car - so when something else (including Mario, or another boo ring) enters the clown car, the first boo ring just flies off. It's actually a pretty cool effect, that's very rarely used.
With the boos constantly flying away, here’s what’s happening (I’m pretty sure) 1) a boo circle falls into a clown car and expands into the circle 2) Another boo circle falls into the same clown car, forcing out the first boo circle and causing them to fly away 3) repeat because of the blasters