I think I can explain the mecha koopa glitch. Because you throw it up on the very last frame, it still wakes up and so it falls down, however you throwing it up will cause it to get stuck in a pseudo falling state, and because it's in the falling state it's able to damage enemies (in other words it has a permanent damage hitbox, explaining why the rocket koopa just kills its own bullets).
Fun fact about the size-changing Koopas, you can also make them change colour by making a Green Koopa walk into a Red Shell of any size and vice versa. This is probably a better-known fact since this was a frequently used gimmick in the original SMW, but I just thought I'd point it out anyway
I think I got an Idea how the play after goal glitch could work in SMB style. If you hold a pow in SMB2, what if instead of taking damage just before entering the pipe, you collect a fireflower on the exact frame of entering the pipe and then throw the pow? That's how it's done in the other styles, but I don't know if you can keep the pow this way.
the glitch i think is caused becuase mario lets go of the pow in the pipe and it stops him for a second, so it wouldnt work when he holds pow over his head and goes down
Hey DGR! I am currently experimenting ways to try and get the play after goal glitch to work in SMB1 style (or even sm3dw) and while experimenting I noticed that if you have the glitch setup (in nsmbu) and are in maker mode, once you hit the goal and can move, the invisible walls on either side of the level are gone! you can run past the castle and to the left of the sign in the beginning. though the camera doesnt follow you, you can seemingly run forever! but anyways I will update if I figure out a way to get it to be done in 3dw or smb1 style update: I got it in 3d world lol. Unfortunately I don't think it is possible in any other style though. (I don't really know how to share it because I already got suspended from the game from Nintendo before, so I don't want to risk going through that again, but I do really want to share it!) update 2: I dont know if this is only in 3d world style, but apparently putting an enemy right on the flag with this glitch, soft locks the game. you cant move and the game is frozen. luckily, you can still go back in to maker mode by pressing -
One of my questions about that awesome mecha-koopa glitch is do the kills still count for you past that initial kill? Like imagine if someone used that same Uno Mas glitch for required kills? And on top of that you had to “escort” the mecha-koopa for said enemies! The only real big problem is the person playing would need to know how to activate the glitch :/
if i had to guess, the reason the aftergoal glitch only works in new soup is because the victory animation there has a unique "flip" movement you can't do regularly? maybe that screws with something
@@gengarzilla1685 I learned them thanks to Mario Kart Ludwig, Roy, Morton and Wendy are the simplest Iggy is the one with the glasses Lemmy is the one with the bouncing balls Larry is the remaining normal one
if i remember right, SMBU was the only version that still allowed inputs after the flagpole (jump and switching directions), but other SMB games don't. Maker is replicating that?
I think the reason the play after goal glitch doesn’t work in the other styles is that a small cutscene plays after you finish (walking to the castle, doing the peace sign pose) so it takes away your ability to play, where in new supe there isn’t any.
i think the mecha koopa glitch occurs because you throw it right when it wakes up making it think it's been thrown even though it's awake allowing it to kill enemies
2:25 "as soon as mario gets big, that mushroom is easy to grab" 5:38 "just explodes in its mouth" 9:53 "why we love lemmy's balls" 11:00 "mario is too big to fit" 17:14 "oh my goodness how long it is" Can Dave even hear himself? I hope his kids cant lol
Definitely one of the best compilations to date. While a couple are just for show, nearly everything has a real use, either in a troll sequence or its own level! This especially goes for Mechakoopa companion, but crunching Bowser would do nicely in some sort of dance/celebratory section. P.S. Did you miss a door in the last level?
I really got a kick out of seeing the red mechakoopa destroy its own bullet as it shot it. To me, it almost looked like it was hiccupping each time it happened, for some reason. :-D
Did you know the infinite 1up trick with a shell is an actual hidden feature that the Nintendo put, thinking that this trick would be very hard to preform… but you know we gamers are just that good👍
The mecha koopa essentially stores the info that it is supposed to act like a kicked object while being reanimated at the same time. Could probably make some interesting escort levels with it.
Regarding mechakoopas, I'd say the reanimating animation interrupts the kicking animation, and as a byproduct never ends the harming effect enemies are only supposed to have while airborne from being tossed by mario. Glad to see you having run doing your own science on it too XD The compilation levels are some of the most curiously amusing, though it's odd some sound/visual effects overload and stop working while others have no trouble being continuous.
The mechakoopa gets Shell properties, so all eeneemies that can be hit by a koopa shield can be hit by the mechakoopa or anithing it throws. Boom Boom and Bowser can bee hit by shields but they break on them. Also, the bombs they shot get mixed on being enemies and hitting for you, that's why they autoexplode
The Mechinator. You could not throw it up because of the "frame perfect thing" and during the animation of getting up this mecha boi have properties changed from "usable by mario" to "harm mario" but the animation time allows you to ADD the "damage after throw" to its properties before they are fully changed. As if you were adding extra cookies to that jar which was supposed to be closed. ;) +Note if you were to hop on mechinator and let it jump up on its own it would go back to normal. (And no, its not invincible because its still an enemy but it becomes a living thrown shell).
11:55 is still crazy to me, they got a slope AND a block to exist om the same spot, you shouldn't be able to enter that pipe, I'd love to learn about that one
I'm not a Mario player let alone a level creator but I did notice that in the after level glitch, there was a platform that stopped Mario sliding down the flagpole even though the flag went down - if you start him at the very top of the flagpole and have a platform to stop him sliding down in Super Mario World style - or try that with the other styles, maybe it works then too? Get him to the goal but with a platform so he just touches the top of it?
4:25 it is as if the mecha koopa has inherited the state of being kicked as a natural state, so it can deliver a hit once to any individual actor. this includes actors it spawns, such as the red mecha's bullets.
Could you boop a big koopa into a small shell? Like a puzzle level with a spare shell and a big koopa, and you need a little koopa to activate something, and the big koopa won't fit?
13:25 “Yeet” is a more old school term, a bit more often seen in the mid to late 2010s, but there are people who still use the term nowadays. Never really fell out of style, just because less popular. Regardless, you used the phrase properly.
probably both bc the mecha koopas weren't made entirely invincible they were just placed in a state where it thinks they were thrown even though they're up and about. So as such they can clear out normal enemies but upon hitting a boss they die themselves. So I'd venture to guess they aren't immune to damage, they just automatically deal damage as if they were thrown it's even theoretically possible that they wouldnt hurt mario due to these properties but unknown
the mecha koopa one is because any object has a couple states when you throw an inactive mk it turns on the damage_enemy state when it hits the ground then it turns damage_enemy off but if you throw it on that last frame before it wakes up the damage_enemy state is turned on but the mks ai takes over and starts walking around like normal and by technicality the mk never touched the ground so the damage_enemy state was never turned off
@@blaze-zee-wolf oh you did Eh UA-cam comment section I'm not scrolling through the entire thing just to see if my point was made for me Have a like though
I think the first one is just a typical off-grid block. I remember seeing a video about them where they showed they are rendered not where their hitbox is
Maybe instead of taking damage before going into the pipe to bring the POW with you in SMB1 to do the goal glitch, make the same effect with a power up like the fire flower.
I think I can explain the mecha koopa glitch. Because you throw it up on the very last frame, it still wakes up and so it falls down, however you throwing it up will cause it to get stuck in a pseudo falling state, and because it's in the falling state it's able to damage enemies (in other words it has a permanent damage hitbox, explaining why the rocket koopa just kills its own bullets).
I thought the same thing
@@NILno-hm4io yeah it just acts as a shell but it walks
@@probablypablito now that I think about it, it's true what you say, but it sounds funny for me.
Cool
The word to describe it was thick
You experimenting on your own is a fun addition to this series ☺️
Fun fact about the size-changing Koopas, you can also make them change colour by making a Green Koopa walk into a Red Shell of any size and vice versa. This is probably a better-known fact since this was a frequently used gimmick in the original SMW, but I just thought I'd point it out anyway
Coolio!🙂🤜🤛
I think I got an Idea how the play after goal glitch could work in SMB style. If you hold a pow in SMB2, what if instead of taking damage just before entering the pipe, you collect a fireflower on the exact frame of entering the pipe and then throw the pow? That's how it's done in the other styles, but I don't know if you can keep the pow this way.
You can keep the pow this way :) I tested it
@@magma90 Well did the glitch work? let's see it
@@west3Dgaming I couldn’t get the glitch to work
the glitch i think is caused becuase mario lets go of the pow in the pipe and it stops him for a second, so it wouldnt work when he holds pow over his head and goes down
Not all Uno Mas levels are glitches, some are just features people don't know about.
Exactly, like the mini koopa becoming a big koopa
@@DefaultMan1107 that's more an oversight to do with their behavior but yeah, it is intended kinda.
Uno Más looks cool.
9:48 "Lemmys balls... yet... another... great...........reason why we love lemmys balls"💀
The cat paw effect in the vibrating thwomp level is hilarious. Kinda reminds me of those classic DBZ or Jojo moments
The pigs tho. That's what it's like to eat too many beans.
The Lemmy's Balls fake softlock could have devious applications for troll levels.
"this is why we love Lemmy's balls"
We love Lemmy's balls.
Make a TROLLED! Level
That Instability tower sure looks like it's prime for some kind of wonky troll tech, just for whimsical it is.
Or, if tweaked right, it could work as a wonky series of platforms for a crazy boss fight.
Hey DGR! I am currently experimenting ways to try and get the play after goal glitch to work in SMB1 style (or even sm3dw) and while experimenting I noticed that if you have the glitch setup (in nsmbu) and are in maker mode, once you hit the goal and can move, the invisible walls on either side of the level are gone! you can run past the castle and to the left of the sign in the beginning. though the camera doesnt follow you, you can seemingly run forever! but anyways I will update if I figure out a way to get it to be done in 3dw or smb1 style
update: I got it in 3d world lol. Unfortunately I don't think it is possible in any other style though. (I don't really know how to share it because I already got suspended from the game from Nintendo before, so I don't want to risk going through that again, but I do really want to share it!)
update 2: I dont know if this is only in 3d world style, but apparently putting an enemy right on the flag with this glitch, soft locks the game. you cant move and the game is frozen. luckily, you can still go back in to maker mode by pressing -
yo can you just. describe the 3dw setup
@@quinnencrawford9707 i can try to upload a video of it on my channel then give a link.
@@BabyMatiny way better idea. thanks
@@quinnencrawford9707 i can try to get the vid out by tomorrow
Update?
I love those testing intermission where you try various things :D
One of my questions about that awesome mecha-koopa glitch is do the kills still count for you past that initial kill? Like imagine if someone used that same Uno Mas glitch for required kills? And on top of that you had to “escort” the mecha-koopa for said enemies!
The only real big problem is the person playing would need to know how to activate the glitch :/
8:10 nobody saw that coming, I love it :D
Sonic is so ugly
if i had to guess, the reason the aftergoal glitch only works in new soup is because the victory animation there has a unique "flip" movement you can't do regularly? maybe that screws with something
That is definitely good thinking
Amazing how DGR manages to discover new glitches from old glitches
also amazing is the fact that DGR will never learn the names of the Koopalings
lemmy's balls
I personally can't be bothered to remember most of them.
@@gengarzilla1685 I learned them thanks to Mario Kart
Ludwig, Roy, Morton and Wendy are the simplest
Iggy is the one with the glasses
Lemmy is the one with the bouncing balls
Larry is the remaining normal one
The reaction to the toppple tower was definitely the best part of the video LUL
6:48 Bowser, my man, you need to drink WAY less coffee in the morning my dude.
That invincible block has the same energy as being in a dream, knowing you can run faster than this, but you just can't.
EXACTLY what i was thinking
if i remember right, SMBU was the only version that still allowed inputs after the flagpole (jump and switching directions), but other SMB games don't. Maker is replicating that?
I'm wondering if coming out on a platform instead of falling out of the pipe is also changing what happens in the after-level glitch.
I think the reason the play after goal glitch doesn’t work in the other styles is that a small cutscene plays after you finish (walking to the castle, doing the peace sign pose) so it takes away your ability to play, where in new supe there isn’t any.
i think the mecha koopa glitch occurs because you throw it right when it wakes up making it think it's been thrown even though it's awake allowing it to kill enemies
2:25 "as soon as mario gets big, that mushroom is easy to grab"
5:38 "just explodes in its mouth"
9:53 "why we love lemmy's balls"
11:00 "mario is too big to fit"
17:14 "oh my goodness how long it is"
Can Dave even hear himself?
I hope his kids cant lol
Even if his kids heard him, they wouldn't have a dirty mind like us so wouldn't know better. It's not Dave's fault, it's our fault
😏
@@bprocrast Its my fault.
Get yo head out of the gutter!
Where's The_Ashman? This is another "Strange Things Dave Says" episode
This was awesome. The testing part was neat. I wonder if we'll get more creators using things like that in future levels. That would be cool.
Mario clipping halfway through that block at 0:45 reminds me of that time DGR made it halfway through Spiny Control.
Ah yes, here's the obligatory Spiny Control comment 😆 👍
Definitely one of the best compilations to date. While a couple are just for show, nearly everything has a real use, either in a troll sequence or its own level! This especially goes for Mechakoopa companion, but crunching Bowser would do nicely in some sort of dance/celebratory section.
P.S. Did you miss a door in the last level?
8:10 that is amazing
DGR coming up with his own Uno mas. And I thought you said you weren’t a level creator
It's amazing how many bugs and glitches can have an apparently simple game like SMM2.
It's somewhat like Minecraft, a simple sandbox game but with some of the weirdest and most useful bugs out there
simple?
Not simple at all
@@cheddartaco "apparently" simple. All today's games have a ton of coding behind.
@@fidel_soto "apparently" simple. All today's games have a ton of coding behind.
6:51 he's just t-baging
TBH you could upload this red Mechakoopa one youself and became one of the Uno Mas guys. Infinite 1-ups is really something.
I really got a kick out of seeing the red mechakoopa destroy its own bullet as it shot it. To me, it almost looked like it was hiccupping each time it happened, for some reason. :-D
Bowser was doing the Minecraft crouch of peace, he just wanted to be friends
Did you know the infinite 1up trick with a shell is an actual hidden feature that the Nintendo put, thinking that this trick would be very hard to preform… but you know we gamers are just that good👍
I love the mecha koopa one I can think of a ton of levels that could use that
I like how Dave has been to playing with these uno mas
The mecha koopa essentially stores the info that it is supposed to act like a kicked object while being reanimated at the same time. Could probably make some interesting escort levels with it.
2:24
9:51
Deaf people: 😊
Blind people: 💀
😂
17:13 too 🤣
19:22 it should be possible by using the item smuggling glitch on tracks to bring them to sm3dw
edit: no its not the track needs to be in the subworld
Regarding mechakoopas, I'd say the reanimating animation interrupts the kicking animation, and as a byproduct never ends the harming effect enemies are only supposed to have while airborne from being tossed by mario. Glad to see you having run doing your own science on it too XD
The compilation levels are some of the most curiously amusing, though it's odd some sound/visual effects overload and stop working while others have no trouble being continuous.
8:05 I might make a level for this. if I do, I'll list the code below.
Yooo that Mecha Koooa tech is nuts!
8:52 "You can just chill on top of th---" *becomes jfk*
7:34 it looks like the skulls' eyes on the upper right corner are wide open hahaha
Yeah that’s like with the cloud blocks
Corporate needs you to find the difference between this pictures. (Shows Lemmy and Iggy)
DGR: They're the same picture.
Man gave the uno mas creators homework 💀
OMGGGGG THAT "instability" COURSE LOOKS UNNATURAL AND BEAUTIFUL LOL
I laughed so hard on this one, like to see more stuff like this tested!
Always cool to see new stuff especially that mind bending instability level. 🤯
17:13 -THE
The mechakoopa gets Shell properties, so all eeneemies that can be hit by a koopa shield can be hit by the mechakoopa or anithing it throws. Boom Boom and Bowser can bee hit by shields but they break on them.
Also, the bombs they shot get mixed on being enemies and hitting for you, that's why they autoexplode
The Mechinator.
You could not throw it up because of the "frame perfect thing" and during the animation of getting up this mecha boi have properties changed from "usable by mario" to "harm mario" but the animation time allows you to ADD the "damage after throw" to its properties before they are fully changed.
As if you were adding extra cookies to that jar which was supposed to be closed. ;)
+Note if you were to hop on mechinator and let it jump up on its own it would go back to normal.
(And no, its not invincible because its still an enemy but it becomes a living thrown shell).
6:47 What banger is he listening to? 🎧
Here I thought Unomas was a holiday cerebrating the card game Uno.
I saw LANKY MARIO when getting the SMB2 Mushroom.
That stationary Bowser Uno Mas level made my day XD
11:55 is still crazy to me, they got a slope AND a block to exist om the same spot, you shouldn't be able to enter that pipe, I'd love to learn about that one
I think that's just the top of a semi-solid peeking through the slope
4:10 where is this montage music from? I hear it all over the channel but I just don’t know what it is
Hopefully someone has the answer bc I've been wondering this too
Big fan of the new content of creating the uno mas ideas on your own.
DGR makes his own Uno Mas level
I'm not a Mario player let alone a level creator but I did notice that in the after level glitch, there was a platform that stopped Mario sliding down the flagpole even though the flag went down - if you start him at the very top of the flagpole and have a platform to stop him sliding down in Super Mario World style - or try that with the other styles, maybe it works then too? Get him to the goal but with a platform so he just touches the top of it?
When you went into the maker and all of the Koopalings were still new and untouched made me age 2 years
Me too
All of them except for Lemmy are still untouched on my copy of the game too.
4:25 it is as if the mecha koopa has inherited the state of being kicked as a natural state, so it can deliver a hit once to any individual actor. this includes actors it spawns, such as the red mecha's bullets.
i am two days late to explaining this
The play after goal glitch might work in mario 3D world using a crate
8:12 - Weren't these things put up in front of Bowser's used car lot?
Could you boop a big koopa into a small shell? Like a puzzle level with a spare shell and a big koopa, and you need a little koopa to activate something, and the big koopa won't fit?
Uno Mas Grande -- that was a work of art.
I love Uno Mas!
One of my fav series from DGR!
17:13 That reminds me of "☆★ A simple deception? ★☆".
That compilation reminds me of the old days in Platform Racing 2.
Therapist: "Teabagging Bowser doesn't exist he can't--"
6:45
13:25
“Yeet” is a more old school term, a bit more often seen in the mid to late 2010s, but there are people who still use the term nowadays. Never really fell out of style, just because less popular. Regardless, you used the phrase properly.
The question I have is: what happens when two invincible mecha koopas meet each other? Do they both die? Neither? Only one?
probably both bc the mecha koopas weren't made entirely invincible they were just placed in a state where it thinks they were thrown even though they're up and about. So as such they can clear out normal enemies but upon hitting a boss they die themselves. So I'd venture to guess they aren't immune to damage, they just automatically deal damage as if they were thrown
it's even theoretically possible that they wouldnt hurt mario due to these properties but unknown
@Mega Mewtwo thanks
Dave.
Iggy:
Wears glasses; tall.
Lemmy:
No glasses, smallest of all 7.
The blasts mechakoopa might now be the most broken enemy in MM2... think of how this could be abused in endless challenge should one appear
Uno Mas is one of my favourite series
No me troll series
Lemmy is the ball koopaling and Iggy is the fast Sniper koopaling
"Explodes in it's mouth" something you'll only hear on this channel.
the mecha koopa one is because any object has a couple states
when you throw an inactive mk it turns on the damage_enemy state
when it hits the ground then it turns damage_enemy off
but if you throw it on that last frame before it wakes up
the damage_enemy state is turned on
but the mks ai takes over and starts walking around like normal
and by technicality the mk never touched the ground so the damage_enemy state was never turned off
Basically what I said except in way more detail
@@blaze-zee-wolf oh you did
Eh UA-cam comment section
I'm not scrolling through the entire thing just to see if my point was made for me
Have a like though
8:10 I might need to steal this and make a level around it lol
I think the first one is just a typical off-grid block. I remember seeing a video about them where they showed they are rendered not where their hitbox is
These are crazy!
ESPECIALLY THE MECHAKOOPA ONE
i love that you test them, that is so cool
9:49 Things I've shouldn't said (DGR edition)
Love the drawing board sections
"As soon as Marios big, that mushroom is easy to grab."
Really love seeing you tinkering around!
One of my fave dgr series 😍
Very considerate to include the warning on the last one
Loved instability.
Maybe instead of taking damage before going into the pipe to bring the POW with you in SMB1 to do the goal glitch, make the same effect with a power up like the fire flower.
Dave’s laugh at 8:14 reminds me of zaboomafoo
Lemmy has balls. Can anybody come up with a better mnemonic than this?: "Lemmy see them balls"
DGR: hey Bowser are you all right buddy
Bowser: yeah just rocking out down here
Bowser is just vibin
Bowser be getting his mornin' reps in before facing off with Mario. He just arrived early today is all lol
Bowser was just doing the peace dance.
2:08 I'm eating McDonald's right now.
good to see you looking happier again dude ❤ some cool glitches, love you man!
not only does the machakoopa hit more than once, *it also combos*
The koopa thing also works with changing between red and green
Instability can make a good arena