I suspect the reason you have so little post-goal time in SMB1 style is because SMB1 has the mini-fort and regardless of what's going on, the game's programmed to "know" when you've gone in the mini-fort (or rather, when you WOULD have).
NSMBU has the castle at the end and it gives you more time, also going off of a timer would be a bad programming method because it will sometimes take a longer time because of the timer changing to points or lag (plus it has to wait for the animation to load at the end). There are probably unknown reasons for why this occurs because there could be quirks we don't know about.
I wonder if the 2d environment might play a factor here. My guess is the code for running 2d environments processes and completes faster than the code for 3d environments.
@@shadowdragoon5 2D and 3D compute just as fast, and even if they didn't, it wouldn't change the time you get to play after the goal. Also something interesting is that NSMBU isn't real 3D (except for Mario, Yoshi, and Bowser)
For the Uno Mas with the red cannons, the sound effect comes from an easter egg where if you crouch for a few seconds on a white semi-solid in smb3 style you will do a mini jump. That squeak was the sound of mario doing a mini jump.
Actually the most interesting thing in this UNO MAS was the one Dave found where you teleport on top of or into the pipe, that is really weird, especially when it puts you into the pipe, i'd love to know why it does that.
probably just puts you back to the position you were at when you hit the goal which was when you came out through the pipe only now the collision resolution tries to move you out of being inside the pipe
@@Erlisch1337 I agree with that probably because you haven't hit solid ground yet and the pipe is solid just not on that side you come out from but then collision is deactivated and boom you stand inside of it
I think the reason why there is a lot less time in smb1 play after the goal, might be due to the "ending cutscene" being very short before you exit the level compared to smbu and 3d world
5:20 I did a lot of thinking and I may finally have an explanation for why this glitch happens, and an idea why the glitch is so short in SMB1 I can tell you though that without a doubt MMK2 has a built in failsafe in case a level fails to end. This would explain why the level still ends after the glitch is preformed in NSMBU style. The game isn’t delaying before the level ends, a safety measure is being triggered BECAUSE the level never ended, at least not the in a way it’s intended to. When a game runs certain scripts, some will have priority over others. The ones with highest priority will be run first. The flag has higher priority than throwing the pow, and throwing the pow has higher priority than exiting the pipe. Once the flag is triggered it will try to cut off all controls from the player. Consider this, Mario throws a pow, exits a pipe, and touches a flag all on the exact same frame. First Mario exits the pipe, and then he touches the flag. But wait, exiting the pipe has lowest priority, right? Well, yes. The thing is Mario isn’t actually exiting the pipe. While in a pipe there is only one thing Mario is able to do, and that is exit it. Mario Mario is actually throwing the pow. Because the only option is to leave the pipe, the pipe exiting animation plays instead of the throwing animation. Then Mario touches the flag and on the next frame, Mario is teleported back to the pipe and exits it properly. When in a pipe all controls are locked, and once Mario exits the controls are unlocked. Thing is the controls also lock when Mario touches a goal so that he may slide down it. This is key to why this doesn’t work with SMB3 and SMW. When Mario slides down the flag, a number in its script goes from 0 to 1, saying he is now on the flag. We will call this the magic number. Once he jumps of the flag, the magic number goes from 1 to 2. Once the magic number is 2, the fanfare plays, the score is counted, and the level ends. When Mario is teleported to the pipe to finish the exit animation, this breaks the flags code and 1 never becomes 2. Even more when the exit animation finishes, it unlocks Mario’s movement like it’s supposed to. Thus Mario can move after touching the flag. Now what about the failsafe mentioned a while ago? If the magic number is set to 1, a 20 second time starts. When that timer is up, it gets set to 2 anyways, even if Mario has not finished sliding down the pole. This can be seen easily at 12:19. So it’s the process of severing the code for the flag that causes this whole glitch to work, which is why this doesn’t work in SMB3 and SMW. Now notice in SMB1 the score counts immediately, where at 12:19 the score takes a while before it counts. I think somehow in SMB1 the magic number is still getting set to 2 and thus, you get very little time. It is most likely related to the fact the SMB2 throwing is not conventional throwing. At least, I think that’s what’s happening. I haven’t seen the game’s code so I can’t guarantee anything, but I do have experience coding and I am convinced that this is what’s happening. What do you guys think? Did this make sense? Please give me your thoughts as this took two hours to type up. I also apologize for the length. Edit: spelling and corrections.
I thought it was rather obvious this was because of the flagpole, but now it makes sense as to why. It also explains why the catsuit doesn't work. The climbing animation gives time for the game to compute the end of level scripts without mashing them on the same frame as leaving the pipe.
9:14 I've heard that sound effect before. I hear it all the time after ordering some Chipotle. Oh, you meant in game? Uh, nope. Never heard Mario make that sound.
DGR !!! 🔥 At 23:44, the cat suit don't work BUT I did some testing and it is POSSIBLE ! 😃 With the same setup and a different placement to the pipe next to the flagpole it actually works ! I uplaoded a video on my ytb channel if you want to remake this yourself to show it in a future video ;) ( Also if you do show this in a video I'll be super happy if you could shoutout real quick my channel because I'm struggling to have success on this platform 🥲) And finally thanks for playing my uno mas level 3 years ago 😅
The reason some things work and others don't after winning is because those things act the same exact way without the glitch. For example, Mario can activate a skull platform while walking away from the flagpole, but there is no reason he would need to enter a pipe. Therefore, all of the functionality that is no longer needed is disabled. I do think it's interesting that you can still pick things up.
8:15 ah yea... You got into the hitbox of the icicle where mario can take damage. 8:40 Being able to grab a POW proves the point. Mario should be able to get through semi-solid ground but he cannot as we see in which case clipping would not work but marios hitbox is even lower than its shown on the screen. :D 8:48 This one worked because it is not a semi-solid but a placed object. Any terrains/textures in games are using different code than place-able interractables. Which take different time to "load".
I notice that it looks like DGR doesn't even get the glitch on that one level; you could see the animation of Mario throwing the POW when he tried it with the axe afterwards, but not when he was trying to pull it off in the uno mas level.
7:00 I think thats because the coaster is one pixel smaller so it doesnt work on top of blocks, but because you feet are technically under the semi-solid, you stay off of it.🎃
I wonder whether the reason you can't play after the goal with a cat suit is because of the cat suit's flagpole climbing animation? If that is the case, I notice that cat Mario doesn't climb if you touch only the very top of the goal. What happens if the pipe dumps cat Mario out at the very top of the flagpole? Does that allow Mario enough time to emerge from the pipe a second time?
That's a good thought. I'm pretty sure if it dumps you onto the 1-up, it should, in theory, work like everything else since it does not fire that extra animation.
Cool uno mas with the axe teleportation. What's happening is that you left the pipe as you touched the axe, It teleports to the exit. But, because the pipe is solid, it puts you on top of the pipe. As for the vertical, there is no free space above the pipe so it puts you in the pipe.
I made a consistent setup to play after the goal in SMB1 style and added lots of objects to interact with. Would be perfect for the next Uno Mas episode! GV1-QDP-9VF
My theory of why you have such little time in SMB1 play after goal is that you touch a door As if a door is in the way of the mini fort, Mario enters the door, so touching the door may trigger the timer to decrease Which is why I think that starts to clear away the time
14:54 The trick of the level is... spiky shellmets in 3d world DO NOT exist and the smuggle glitch is patched so the only people who can make that level are people who saved a template when smuggling was possible. That tech was also used in 2020 in a spiky trolly shell.
@@filispeed_0111 When you beat the level mario automatically walks towards the castle and interacts with things along the way. The only thing you can't test is going through doors or pipes.
@@Speed-TV But with this glitch you have FULL CONTROL. Whats interisting is what you can do, like ground pounding stuff to see if it reacts. Walking in or through stuff that usually kills you is also fun. This kind of stuff.
24:40 A genius friend of mine told me that we can perform actions like these faster by using BOTH of our options available: usually, we only mash Y or X yo swing our hammers repeatedly ... but we CAN alternate for efficiency! EDIT: Oh, you figured out the intended solution?
i thinkthe point of that spiny level is that you can't just place a spiny shell alone as a course element in 3d world (or in any style, unless you count the shellmet) and just, having it spawn in as an empty shell that will never wake up is already a little weird.
Indeed. That shell is actually a shellmet smuggled to 3dworld. The smuggle glitch has been patched, but smuggled shellmets in saved levels still work, so if you made a template before the patch you can still upload 3dworld levels with shellmets. Also despite the fact they are shellmets you cannot put them on. To elaborate a little: No smuggled entity works anymore besides shellmets. Boots don't work, moon just corrupts the level, as does almost every entity that is not natural to 3dworld. Besides shellmets.
Random thought on the play after goal glitch perhaps this is tricking the game into thinking that player 2 has entered the level. Hence why you see the second mario (or whomever you play as) a split second after exiting the pipe. What if or even is there a way for P2 to enter a level you're already playing in tandem with the glitch, if so what happens?
Try doing the play after the goal setup and the pipe u exit with has a spiny below the exit and a chain chomp below the spiny (second block after spiny) and theres like bullet sound.
What if Mario is damaged when coming out of the pipe at the same frame they grab the flagpole/axe and they went in after collecting a mushroom and pow block in smb3 style?
@@jasthebaker Not sure what I was on when I watched, but now I'm on Auto (480p) and Normal speed. And he stops vibing at 9:44. The delay at the goal is also still there. 1080p and 720p are only available on my computer, and I see the vibing the whole time with those settings. Andything from 480p down will see the vibing only for a period.
The reason you can’t play after the goal for very long in Mario bros style is because in 3D world style, Mario does a victory dance instead of going straight into the castle, and the victory dance takes longer than just running straight into the castle, THEREFORE you get more time in 3D world style than in Mario bros style.
9:44 Dave, i'm watching on 720p, which is NOT the highest setting... my new PC isn't that good, maybe something happened when i couldn't use it yet. Either cats hit it, or sun did some BS.
can't you increase the playable time after death by using claws ?
2 роки тому+1
I think the answer is "no" because the glitch with the claws works only after you touch the pole. So you can't move and enjoy that extra after time. But I can be wrong.
My 11 year old son made one of the levels played and is so excited that Dave played it and loved it.
That's sweet
Which one was it?
@@DemureDave uno mas 11 degrees
@@Silly2011 Yeah, that glitch really was a cool find!
8:19 LOL I adore when Dave calls people "rapscallions"
I suspect the reason you have so little post-goal time in SMB1 style is because SMB1 has the mini-fort and regardless of what's going on, the game's programmed to "know" when you've gone in the mini-fort (or rather, when you WOULD have).
NSMBU has the castle at the end and it gives you more time, also going off of a timer would be a bad programming method because it will sometimes take a longer time because of the timer changing to points or lag (plus it has to wait for the animation to load at the end). There are probably unknown reasons for why this occurs because there could be quirks we don't know about.
I wonder if the 2d environment might play a factor here. My guess is the code for running 2d environments processes and completes faster than the code for 3d environments.
@@shadowdragoon5 2D and 3D compute just as fast, and even if they didn't, it wouldn't change the time you get to play after the goal. Also something interesting is that NSMBU isn't real 3D (except for Mario, Yoshi, and Bowser)
@@Speed-TV Ah, excellent point!
9:20 it’s the sound that plays when like you said, you crouch for five seconds on a white block. Mario does a little hop and plays that sound effect
Anyone Notice That The UNO MAS Series Is One Of The Only Videos That DGR Is The Most Happy!
Yes, and that’s why I almost ONLY watch this series!
While I love DGR to death the uno mas series is probably my favorite
I am awaiting the day for when DGR makes a troll level with his Uno Mas and Troll Series experience.
For the Uno Mas with the red cannons, the sound effect comes from an easter egg where if you crouch for a few seconds on a white semi-solid in smb3 style you will do a mini jump. That squeak was the sound of mario doing a mini jump.
Actually the most interesting thing in this UNO MAS was the one Dave found where you teleport on top of or into the pipe, that is really weird, especially when it puts you into the pipe, i'd love to know why it does that.
probably just puts you back to the position you were at when you hit the goal which was when you came out through the pipe only now the collision resolution tries to move you out of being inside the pipe
@@Erlisch1337 I agree with that probably because you haven't hit solid ground yet and the pipe is solid just not on that side you come out from but then collision is deactivated and boom you stand inside of it
"It's like a blue shell but only red" -DGR 2022
young dingus.... aka little D -dgr 2022
@@lucaschapman1966 no
no
no
no
no
no
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no
I think the reason why there is a lot less time in smb1 play after the goal, might be due to the "ending cutscene" being very short before you exit the level compared to smbu and 3d world
5:20 I did a lot of thinking and I may finally have an explanation for why this glitch happens, and an idea why the glitch is so short in SMB1
I can tell you though that without a doubt MMK2 has a built in failsafe in case a level fails to end. This would explain why the level still ends after the glitch is preformed in NSMBU style. The game isn’t delaying before the level ends, a safety measure is being triggered BECAUSE the level never ended, at least not the in a way it’s intended to.
When a game runs certain scripts, some will have priority over others. The ones with highest priority will be run first. The flag has higher priority than throwing the pow, and throwing the pow has higher priority than exiting the pipe. Once the flag is triggered it will try to cut off all controls from the player.
Consider this, Mario throws a pow, exits a pipe, and touches a flag all on the exact same frame. First Mario exits the pipe, and then he touches the flag. But wait, exiting the pipe has lowest priority, right? Well, yes. The thing is Mario isn’t actually exiting the pipe. While in a pipe there is only one thing Mario is able to do, and that is exit it. Mario Mario is actually throwing the pow. Because the only option is to leave the pipe, the pipe exiting animation plays instead of the throwing animation.
Then Mario touches the flag and on the next frame, Mario is teleported back to the pipe and exits it properly. When in a pipe all controls are locked, and once Mario exits the controls are unlocked. Thing is the controls also lock when Mario touches a goal so that he may slide down it. This is key to why this doesn’t work with SMB3 and SMW.
When Mario slides down the flag, a number in its script goes from 0 to 1, saying he is now on the flag. We will call this the magic number. Once he jumps of the flag, the magic number goes from 1 to 2. Once the magic number is 2, the fanfare plays, the score is counted, and the level ends.
When Mario is teleported to the pipe to finish the exit animation, this breaks the flags code and 1 never becomes 2. Even more when the exit animation finishes, it unlocks Mario’s movement like it’s supposed to. Thus Mario can move after touching the flag.
Now what about the failsafe mentioned a while ago? If the magic number is set to 1, a 20 second time starts. When that timer is up, it gets set to 2 anyways, even if Mario has not finished sliding down the pole. This can be seen easily at 12:19.
So it’s the process of severing the code for the flag that causes this whole glitch to work, which is why this doesn’t work in SMB3 and SMW.
Now notice in SMB1 the score counts immediately, where at 12:19 the score takes a while before it counts. I think somehow in SMB1 the magic number is still getting set to 2 and thus, you get very little time. It is most likely related to the fact the SMB2 throwing is not conventional throwing.
At least, I think that’s what’s happening. I haven’t seen the game’s code so I can’t guarantee anything, but I do have experience coding and I am convinced that this is what’s happening.
What do you guys think? Did this make sense? Please give me your thoughts as this took two hours to type up. I also apologize for the length.
Edit: spelling and corrections.
I thought it was rather obvious this was because of the flagpole, but now it makes sense as to why. It also explains why the catsuit doesn't work. The climbing animation gives time for the game to compute the end of level scripts without mashing them on the same frame as leaving the pipe.
I have a little coding experience myself, but even with only a little that whole explanation was fascinating! That's really cool!🤔☺
When the video isn’t uploaded at the regular time we worry Armageddon is here
9:14 I've heard that sound effect before. I hear it all the time after ordering some Chipotle.
Oh, you meant in game? Uh, nope. Never heard Mario make that sound.
Phew, thought DGR was gonna miss an upload. But I realised this legend never does!
I think it's hilarious that he knows you can do a little jump if you duck on the white semisolid, but didn't know it has a unique sound effect
12:52 Looks like those piranha plants are just groovin to the beat.
DGR !!! 🔥
At 23:44, the cat suit don't work BUT I did some testing and it is POSSIBLE ! 😃
With the same setup and a different placement to the pipe next to the flagpole it actually works !
I uplaoded a video on my ytb channel if you want to remake this yourself to show it in a future video ;)
( Also if you do show this in a video I'll be super happy if you could shoutout real quick my channel because I'm struggling to have success on this platform 🥲)
And finally thanks for playing my uno mas level 3 years ago 😅
Uno Mas! Heck yeah!
9:15 That sound is the noise it makes doing the tiny jump on white platforms.
I was getting worried not having my daily video of DGR. This came out late today. But it came out none the less.
I could watch a whole video of DGR just messing around in the editor lol
24:00 That one does work, but only if the pipe leads to the very top of the flag
Great video as always, Dave! Try a YOLO swag next time
Fun Fact: if you are not on 60FPS you cannot see Mario bouncing on the Bullet Bill Launcher
I watched Carl's video when I saw the unli goomba troll and he reacted to geek timing out after he found the solution.
has anybody tried doing a play after the goal in a multiplayer game? just wondering if it would work.
Good idea!
Watched 9:42 at the lowest setting and by golly you're correct, Dave! I didn't even knowwwwww
Can you consider “Kaizo” Uno Mas? After all, it wasn’t intended! 🎃
Huh, that’s actually quite the question!
The reason some things work and others don't after winning is because those things act the same exact way without the glitch. For example, Mario can activate a skull platform while walking away from the flagpole, but there is no reason he would need to enter a pipe. Therefore, all of the functionality that is no longer needed is disabled. I do think it's interesting that you can still pick things up.
8:15 ah yea... You got into the hitbox of the icicle where mario can take damage.
8:40 Being able to grab a POW proves the point.
Mario should be able to get through semi-solid ground but he cannot as we see in which case clipping would not work but marios hitbox is even lower than its shown on the screen. :D
8:48 This one worked because it is not a semi-solid but a placed object.
Any terrains/textures in games are using different code than place-able interractables. Which take different time to "load".
We need! A SMB3 level playable! After the Goal!
I notice that it looks like DGR doesn't even get the glitch on that one level; you could see the animation of Mario throwing the POW when he tried it with the axe afterwards, but not when he was trying to pull it off in the uno mas level.
I guess you can for a short time on 480p (highest quality on 30 FPS) but you're right when that small time window closes, Mario freezes
7:00 I think thats because the coaster is one pixel smaller so it doesnt work on top of blocks, but because you feet are technically under the semi-solid, you stay off of it.🎃
I wonder whether the reason you can't play after the goal with a cat suit is because of the cat suit's flagpole climbing animation? If that is the case, I notice that cat Mario doesn't climb if you touch only the very top of the goal. What happens if the pipe dumps cat Mario out at the very top of the flagpole? Does that allow Mario enough time to emerge from the pipe a second time?
That's a good thought. I'm pretty sure if it dumps you onto the 1-up, it should, in theory, work like everything else since it does not fire that extra animation.
Cool uno mas with the axe teleportation. What's happening is that you left the pipe as you touched the axe, It teleports to the exit. But, because the pipe is solid, it puts you on top of the pipe. As for the vertical, there is no free space above the pipe so it puts you in the pipe.
I made a consistent setup to play after the goal in SMB1 style and added lots of objects to interact with. Would be perfect for the next Uno Mas episode!
GV1-QDP-9VF
I was most impressed by swapping my resolution back and forth to see the mario glitch
My theory of why you have such little time in SMB1 play after goal is that you touch a door
As if a door is in the way of the mini fort, Mario enters the door, so touching the door may trigger the timer to decrease
Which is why I think that starts to clear away the time
That Goomba Uno Mas was literally from Goofy Goomber BearWare's 7mmc level
14:54 The trick of the level is... spiky shellmets in 3d world DO NOT exist and the smuggle glitch is patched so the only people who can make that level are people who saved a template when smuggling was possible.
That tech was also used in 2020 in a spiky trolly shell.
If only you could combine the claw glitch that makes the end take forever with the play after the goal glitch
Workin perfectly as Nintended
I love Uno Mas levels!
that glitch at 6:07 is nightmare fuel
12:17 time to wait for goal!
The sound-effect during that hop has always been there. I think it's supposed to be a grunt of effort.
Saludossss! Disfruto muchos tus videos!
9:45 watching youtube at a lower quality doesn't change the frame rate
*YOU SHALL NOT PASS!*
9:50 its really interesting that unless you have one of the 60fps settings, it looks normal
Oh wow you're videos are just so amazing
Are we gonna be seeing more Castlevania? My heart hungers for more
awesome video! i love uno mas videos. keep it up man!
you barely started the video
@@larryburger yeah but i just said that I like uno mas videos, thats all
@@sebastian_sv you said awesome video tho, as if you had already watch it.
Wait, Dave, you never knew mario farts if on the white blocks?
He did, that's what he was alluding to. He just didn't realize that it has a unique sound effect.
TIL youtube cuts frames on lower settings, when you said that I had to rewind and lower my settings to be sure.
You don't have to do the "play after goal glitch" to see what happens after the goal, you can just place items and beat the level normally to see.
Its not about seeing what happens after but to figure out what you can interact after beating the level.
@@filispeed_0111 When you beat the level mario automatically walks towards the castle and interacts with things along the way. The only thing you can't test is going through doors or pipes.
@@Speed-TV But with this glitch you have FULL CONTROL. Whats interisting is what you can do, like ground pounding stuff to see if it reacts. Walking in or through stuff that usually kills you is also fun. This kind of stuff.
So what happens if you stack pipes after grabbing the axe?
This was so cool! Nice.
12:45
am I the only one who thinks that kinda looks like a mosh pit?
24:00 You should test if it will work if you place a pipe at the top of the flag bacause then you will not climb
Hello my friends and welcome back to another comment in the Spiny Control series.
Uno Mas's are so cool!
12:42 goal wait time over!
That is the most DGR ending I have EVER seen it should be standard to do the DGR glitch and softlock after the goal.
Nice keep going
24:40 A genius friend of mine told me that we can perform actions like these faster by using BOTH of our options available: usually, we only mash Y or X yo swing our hammers repeatedly ... but we CAN alternate for efficiency!
EDIT: Oh, you figured out the intended solution?
i thinkthe point of that spiny level is that you can't just place a spiny shell alone as a course element in 3d world (or in any style, unless you count the shellmet) and just, having it spawn in as an empty shell that will never wake up is already a little weird.
Indeed. That shell is actually a shellmet smuggled to 3dworld. The smuggle glitch has been patched, but smuggled shellmets in saved levels still work, so if you made a template before the patch you can still upload 3dworld levels with shellmets.
Also despite the fact they are shellmets you cannot put them on.
To elaborate a little: No smuggled entity works anymore besides shellmets. Boots don't work, moon just corrupts the level, as does almost every entity that is not natural to 3dworld. Besides shellmets.
Random thought on the play after goal glitch perhaps this is tricking the game into thinking that player 2 has entered the level. Hence why you see the second mario (or whomever you play as) a split second after exiting the pipe. What if or even is there a way for P2 to enter a level you're already playing in tandem with the glitch, if so what happens?
That builder suit faster hits thing was used in one of the ninjis I think
In the level you state that's how long it takes in real time. Is that also how long you would have to play around with the play after glitch?
That japanese uno mas was on a troll played by Carl few days ago.... exact same setup. lmao Shoujo or Geek timed out.
Hey DGR the Cat will work if you put the pipe at the top of the flag pole👍👍23:52 I tried it myself and it works😼
Try doing the play after the goal setup and the pipe u exit with has a spiny below the exit and a chain chomp below the spiny (second block after spiny) and theres like bullet sound.
9:16 that's the sound it makes when you do the hop.
no. wrong sound.
@@GrimBirthday it's the exact same sound.
What if Mario is damaged when coming out of the pipe at the same frame they grab the flagpole/axe and they went in after collecting a mushroom and pow block in smb3 style?
Dang, this video got uploaded late lol was that due to you guys being busy getting ready to move?
9:42 he's glitching, 9:43 no more! And at the goal he glitches, but only after a while.
what video quality setting you on? I see it for the entire time he's under it each time (Im on 1080P 60fps)
@@jasthebaker Not sure what I was on when I watched, but now I'm on Auto (480p) and Normal speed. And he stops vibing at 9:44. The delay at the goal is also still there. 1080p and 720p are only available on my computer, and I see the vibing the whole time with those settings. Andything from 480p down will see the vibing only for a period.
Greetings from the BIG SKY.
The sound effect is playing because you are crouching for a long time on a white semi-solid.
Btw thanks for teaching me english :) love your content
9:10 I think the sound effect is the little bounce
if that lyncher cannon makes mario crouch, I wonder if u put a pipe under it will mario be forced down the pipe
The reason you can’t play after the goal for very long in Mario bros style is because in 3D world style, Mario does a victory dance instead of going straight into the castle, and the victory dance takes longer than just running straight into the castle, THEREFORE you get more time in 3D world style than in Mario bros style.
That sound effect sounds like from the original Metroid for NES
What about using the fireworks time ending to get more time?
Uno Mas level 2 be like: yay I completed the level! but wait there’s more to do???
Hi, DGR.....if you were curious to see another Uno Mas course, this is one I made a while back: 0L0-5V9-NWG
Wait, didn’t you regain control at 17:01 ? You started crouching.
the game automatically crouches mario if he doesn't reach the end (like if in smb1 he doesn't get into the castle)
@@DogMuncher22 I see. Thanks for the clarification.
12:13 Can we please get a Twitch emote from that facial expression?
I figured out how to play after the goal with a cat suite, should i just write the code here or where
I think that there is a Penga video of this level if you want to try it again.
Nevermind
9:29 yes
9:44 Dave, i'm watching on 720p, which is NOT the highest setting... my new PC isn't that good, maybe something happened when i couldn't use it yet. Either cats hit it, or sun did some BS.
Thanks
Day 2 of asking DGR to play hotbox.
17:06 note for me
can't you increase the playable time after death by using claws ?
I think the answer is "no" because the glitch with the claws works only after you touch the pole. So you can't move and enjoy that extra after time.
But I can be wrong.
Testudo XD,i think he meant to name himselft,tetu*o but based on mario thing didnt allowed? XD,that means in spanish like big t*ts
That little sound happened because you were ducking on a white platform in SMB3.
He knows...
He just didnt realise tgat there was a sfx for it
9:46 even on 144 you can see it for half a second lol
I like wachtin your vidios