Explaining how to do the checkpoint with clear condition (it was my level): 1. Build a level without any checkpoints or clear conditions. 2. Perform the IIG (Invisible Items Glitch)* 3. Place a checkpoint 4. Using touchscreen, add a clear condition. 5. Using touchscreen, upload the level. Both the checkpoint and clear condition will function normally during the upload check and in the uploaded level. How to perform the IIG: 1. Place a pipe 2. Place an item in the pipe (clowncar is what I'll use for an example) 3. Go to co-op maker mode 4. Have the luigi joycon rotate the pipe, but don't release it. 5. Have the mario joycon click on the clowncar, and then click on the pipe The IIG is now active, and anything you place before pressing play will be invisible. You can also place stuff out of bounds and overlap stuff with this glitch.
According to all known laws of mario maker 2, there is no way a checkpoint should be able to exist in a clear condition level Uno mas creators, of course, do it any way, because uno mas creators don't care about what MM2 thinks is possible
The 3rd one works because mario/link is actually 1 block to the right when the bomb is thrown when the switch is on blue, visually the game corrects it yet the physics still work as if the bomb is one block more to the right. The silent checkpoint one is because of audio order, the skewer hit sound has higher priority then the checkpoint sound.
0:00 Dgr doesn’t say hello my friends as the intro Everyone: *Impossible* Dgr realizing that the whole comment section is going to roast him about that: dame da ne
1:31 DGR: "I... can't tell what language that is..." Hangul: *"Am I a joke to you?"* (Again! Again with this! It's Hangul, the Korean alphabet! This isn't hard! Yer killing me, Smalls!)
1:47 This one reminds me of that South Park Episode where they had this safety video about how to duck and cover from lava, and later on three people who attempted that just got burned alive. lmao
7:08 I think the reason the checkpoint silent is that it may be emulating the NES sound channels. The NES could only play three times at once (including music), so if too many sounds are going at once, some dont get played
Actually, according to the way the Nintendo games handle sound effects, it turns out that the skewer sound takes priority more than the CP sound (sorry for the bad English).
3:28 When you throw the bomb, goes through a weird effect where it's in the wall, but it has to teleport out because, according to the game, it cannot be in a wall. Therefore, it treats it like you threw the bomb one space to the right of where you really threw it. That way, it can kill a Goomba. Coding is fun!
@DGR my son is a major fan of yours and I know he would be so excited to see you run a level he made. He is 5 years old. He made this level all on his own and it is quite difficult and even has a troll in it that he made. The level code is 6ND-8Y7-F6G. He is also not a native English speaker (as I moved from the US to Japan) But he has already learned your UA-cam name and quotes you. He really loves watching your videos. Please run this for him.
God almost 500k nice dgr glad you popped off you deserve you probably don't remember me its ok lol was around long ago stopped watching Mario stuff for a bit , you deserve this , hope you get a million soon
map: there are no SoftLocks here! DGR: (finds softlock) game: there is no 'suicide' room DGR: *finds the room* Nintendo: ...have we found the MM mesial? us: no, you just found...DGR....
0:45 Koopa troopa jamming 1:48 Mario is God 3:26 Haha bomb go brrr 4:34 Mole-ception 5:30 Check mate !? 7:07 Noise cancelling skewer 8:07 Why is Nintendo 9:15 Not the guns!!! 9:42 !!?!?! 10:51 Spike top going down!! 11:45 We needed this Mario maker 1 12:05 Enemies shomoveing 13:12 Link can climb confirmed !?(13:48 how high can u go ) 14:52 spring-lock 15:39 THICK mario 16:34 oh no switch clip 17:30 mario building up speed 18:43 purr fect glitch 19:51 what the dump was that . The end :|
20:15 I'm pretty sure that the blue blocks are supposed to prevent you to jump over the spikes, so when making a level and you put blocks at the top of the screen, it will create a barrier/block over it so that way you can't jump over it
The blue blocks at the end are what stop you from jumping over spikes at the top of the screen. If you’ve ever noticed that some blocks, if placed on the top row of the level, prevent you from jumping over them. Those blue blocks are what stops you. You normally can’t see them without the screen shake effect
2:47 another bizarre detail is that every single enemy survives the lava too, other than the Wiggler which is the only entity which dies... for some unexplainable reason...
3:57, same thing happened as with the wallclip in SMB 1-2 (that allows you to go to world blank-1, and not minus-1 as most call it) ... the game detected that you were stuck in a wall and tried to push you out ... but in this case it affected only the bomb.
You know what they say? UNO MAS means ONE MORE. So the amount of uno mas levels we will be seeing from this channel is endless. And we will happily watch
@@UMinSangMyMura I don't really know much Korean, but I know enough to recognize the letter shapes. I'm a big K-pop fan, so I've come across it quite often.
@20:14 Maybe that is what they use to keep players from jumping over spikes at the top of the screen. I don't know why its not an invisible sprite, but maybe they thought that it would always be off screen. They were wrong about that.
The “bombs away” link level works because when you are inside the on off block the bomb can’t be there too so the bomb gets pushed one block forward and keeps the same momentum allowing for the block to be broken.
Can I just say, I haven’t touched a mario game for many years, like I bet my last mario game was whatever the first one that came out on 3DS and the first 3DS mario Kart. Yet I sit here watching you and I laugh my ass off all the time for the past years or so. Also I’m sat here in bed recovering from Covid, and you right now are the funniest guy to me, cheering me up all the time. DGR, you are the man! [puts on sunglasses 😎]
7:10 silent but deadly haha I think those blue blocks above the spikes are how they keep people from going over spikes like in smm1. What makes me think that is in 3dw the clear pipes have grey blocks above to keep you from going over the top of the screen. 🧐
That would be a hell on an end to a troll level, the occasional arrow pointing toward an on/off marker, a shell to trigger it to go further, only to find out at the end that the goal was 5 feet from where you started.
Hey DGR. It’s been a long time. I wanted to share a funny story. One of my students thought it was super cool that you used to play my MM1 levels and stream them. He knew who you are since he loves MM2!
For the silent checkpoint level, I think that since the brick are getting broken, the checkpoint sound isn’t loaded, therefore compressed out of existence
My theory for how Link's bomb works is since walls aren't "walls," they're just spots that push you out (thanks pannenkoek2012) it pushes the bomb out too *that* much more to go farther And for the skewer-checkpoint sound the skewer... overwrites it somehow?
If they ever make it so you can have checkpoints and clear conditions, the collect/defeat ones should act like pink coins, those done before the checkpoint don't respawn but still count, and the don't X ones either can't have them or the checkpoint is like the goal, if you fail you can't grab it. That's how I think it should work but it might be hard to implement. Also, conditions that require power ups shouldn't count ones from checkpoints because you don't get them again if you die, unless you have a reusable checkpoint but not every level will have those.
I think i have an explanation to the silent checkpoint one As we know the sound in mario games have priorites It seems that the screwer is in a taller priority than the checkpoint so if the screwer sound was active while you touch a checkpoint The sound of the checkpoint won't be heared
I think links bomb doesn't want to live in a wall, u throw it right, the bomb goes right. It remembers it is in a wall, and glitches out of there. So it basically gets a half block more throw range.
Hey DGR, the blue block is in the texture files. But today its still unknown what its real purpouse is. Maybe at some point it was planned to be a side block that is like the ground block.
I know why Nintendo didn't allow checkpoints in clear condition levels because they didn't feel like programming the carry over of what you have collected (for the clear condition) when you die
The one where mario survives lava I think he’s doing 2 things at once. Telling the game he is bouncing but when he’s in lava, the game can not process 2 things at once. Making the game think he isn’t in lava
I think you found out *why* checkpoints don't show up in clear-condition levels. Either nothing you got before the checkpoint would save, rendering it useless, or everything would, allowing you to potentially collect things twice. Nintendo couldn't figure out how to resolve this, so they decided to just not allow it.
In MM1 you could jump over spikes at the top of the screen (cuz they weren't real blocks). I guess these blue blocks were Nintendo's workaround to fix this. Since they're not supposed to be seen their graphics were irrelevant.
I actually made 3 Uno Mas levels (i made 2 Quadro Mas levels) the names are Uno Mas: The Flying Spiny! Quadro Mas: Trampoline Fun! and Quadro Mas: Too Many Spinys!
Explaining how to do the checkpoint with clear condition (it was my level):
1. Build a level without any checkpoints or clear conditions.
2. Perform the IIG (Invisible Items Glitch)*
3. Place a checkpoint
4. Using touchscreen, add a clear condition.
5. Using touchscreen, upload the level.
Both the checkpoint and clear condition will function normally during the upload check and in the uploaded level.
How to perform the IIG:
1. Place a pipe
2. Place an item in the pipe (clowncar is what I'll use for an example)
3. Go to co-op maker mode
4. Have the luigi joycon rotate the pipe, but don't release it.
5. Have the mario joycon click on the clowncar, and then click on the pipe
The IIG is now active, and anything you place before pressing play will be invisible. You can also place stuff out of bounds and overlap stuff with this glitch.
Woah! Nice stuff dude! I wish I was good at Uno Más lol
This is a game changer! Checkpoints on clear condition levels is a dream!
i'll try it maybe haha
Thanks
So in other words this won’t stay around for long
According to all known laws of mario maker 2, there is no way a checkpoint should be able to exist in a clear condition level
Uno mas creators, of course, do it any way, because uno mas creators don't care about what MM2 thinks is possible
hehe like the Bee Movie Noice
bro its easy, just do co op glitch ya know
you mean Uno Más
Fire Gaming
Can’t type the accent on computer
JuanTheDude ñîçê møüštãčhē brō, hį
I was nervous I wouldn't have anything to watch during lunch.
I was nervous i wasn't going to have anything to watch while i pooped.
Funny!
@@simpleman3898 If it takes you a whole DGR vid to poop, you should go to the doctor my dude
@@iEatSquid_SMM2 i did now i have less bowel so it doesn't absorb all the water. Long story short pooping is a big deal for me.
Fr
It's a beautiful city
That progress and checkpoint city
Oh yeaaaa
Wish I could go there too
What about soft lock city?
@@nolanbuddy8833 and that too
I feel like DGR likes the zoom ability more than MM2
I think he got it from defender. He zoom a lot too.
imagine joining the stream at 12:18 and you see this
LOL
😂🤣
"The Weirdest Uno Más Levels Yet!"
Given how weird the other Uno Más have been, I don't know whether to be scared or excited for today's video
@Nino Animations*ZX99* you know him cuz your just read the comment and you know him from the comment 😉😁
Nino Animations*ZX99* probably because all he do is commenting on every single video in youtube
Lol🤣
9
@Nino Animations*ZX99* iEatSquid™️ is awesome I love his/her content and that we always find each other in Dave's comment section😁
8:30 Dave will always keep finding softlocks on every level
He’s said that “if there’s a softlock, uncle DGR will find it”
The 3rd one works because mario/link is actually 1 block to the right when the bomb is thrown when the switch is on blue, visually the game corrects it yet the physics still work as if the bomb is one block more to the right.
The silent checkpoint one is because of audio order, the skewer hit sound has higher priority then the checkpoint sound.
Ah, the comments section! The pioneers used to read these babies for miles!
I haven't read the comments section since my old college days.
Nice
0:00 Dgr doesn’t say hello my friends as the intro
Everyone: *Impossible*
Dgr realizing that the whole comment section is going to roast him about that: dame da ne
_Who are you and what have you done with Uncle Dave_
Everyone but me
Rippp I thought this was a gud comment
@@xxtheguyguyxx4400 Wdym? It is a good one lol. Shame the comment algorithm doesn't think so tho
iEatSquid™ thanks :)))
1:31 DGR: "I... can't tell what language that is..."
Hangul: *"Am I a joke to you?"*
(Again! Again with this! It's Hangul, the Korean alphabet! This isn't hard! Yer killing me, Smalls!)
1:48 HOW IS THAT EVEN POSSIBLE?! THIS GAME IS SO BROKEN!!!
In a gud way tho >:)
1:47 This one reminds me of that South Park Episode where they had this safety video about how to duck and cover from lava, and later on three people who attempted that just got burned alive. lmao
Those blue blocks are auto generated by the game sometimes to add a collision cap the top of levels, so the player can't escape over the top.
i guess that makes sense
@@Dumpster_Fire_246, yes, it makes!
@HaqAttack _ 9, lol!
I haven’t been this early since my college days, and I’m not in college yet!
(visible confusion)
I think he means he was never this early
The Idiot that is what I meant. You shouldn’t be the idiot
Washaya
"We get more thrust when we're trapped"~ DGR 😇👍
Hey! Love to see that your still uploading every day! you make all of our days with your wonderful content and we all support you
7:08 I think the reason the checkpoint silent is that it may be emulating the NES sound channels. The NES could only play three times at once (including music), so if too many sounds are going at once, some dont get played
Actually, according to the way the Nintendo games handle sound effects, it turns out that the skewer sound takes priority more than the CP sound (sorry for the bad English).
You ever forget about a genre of videos you watch, and then randomly remember you watched em ?
Am I the only one that would like Dave to do more Endless Super Expert?
NO
8:30: If there is a softlock in your level, DGR will find it
3:28 When you throw the bomb, goes through a weird effect where it's in the wall, but it has to teleport out because, according to the game, it cannot be in a wall. Therefore, it treats it like you threw the bomb one space to the right of where you really threw it. That way, it can kill a Goomba.
Coding is fun!
As a software developer, ALL programming is held together with duct tape.
paper mario has smiling goombas if i remember correctly
I really enjoy this playthrough, especially the Uno Mas videos. An early congratulations to the 500K subscribers.
@DGR my son is a major fan of yours and I know he would be so excited to see you run a level he made. He is 5 years old. He made this level all on his own and it is quite difficult and even has a troll in it that he made. The level code is 6ND-8Y7-F6G. He is also not a native English speaker (as I moved from the US to Japan) But he has already learned your UA-cam name and quotes you. He really loves watching your videos. Please run this for him.
At 20:00, that is the blue block that prevents you from going over ground blocks and spike traps.
God almost 500k nice dgr glad you popped off you deserve you probably don't remember me its ok lol was around long ago stopped watching Mario stuff for a bit , you deserve this , hope you get a million soon
11:25 sounds like what's up.
Simpsons Kids: "Say the thing!"
DGR: 2:17
Simpsons Kids: "YAY!"
map: there are no SoftLocks here!
DGR: (finds softlock)
game: there is no 'suicide' room
DGR: *finds the room*
Nintendo: ...have we found the MM mesial?
us: no, you just found...DGR....
17:28 If this stays in the game it will absolutely become an anti-softlock from hell
That was my idea! This is so going in my next troll level
0:45
Koopa troopa jamming
1:48
Mario is God
3:26
Haha bomb go brrr
4:34
Mole-ception
5:30
Check mate !?
7:07
Noise cancelling skewer
8:07
Why is Nintendo
9:15
Not the guns!!!
9:42
!!?!?!
10:51
Spike top going down!!
11:45
We needed this Mario maker 1
12:05
Enemies shomoveing
13:12
Link can climb confirmed !?(13:48 how high can u go )
14:52 spring-lock 15:39 THICK mario 16:34 oh no switch clip 17:30 mario building up speed 18:43 purr fect glitch 19:51 what the dump was that . The end :|
Thanks
@@xxtheguyguyxx4400 ur welcome
20:15 I'm pretty sure that the blue blocks are supposed to prevent you to jump over the spikes, so when making a level and you put blocks at the top of the screen, it will create a barrier/block over it so that way you can't jump over it
The blue blocks at the end are what stop you from jumping over spikes at the top of the screen. If you’ve ever noticed that some blocks, if placed on the top row of the level, prevent you from jumping over them. Those blue blocks are what stops you. You normally can’t see them without the screen shake effect
2:47 another bizarre detail is that every single enemy survives the lava too, other than the Wiggler which is the only entity which dies... for some unexplainable reason...
3:57, same thing happened as with the wallclip in SMB 1-2 (that allows you to go to world blank-1, and not minus-1 as most call it) ... the game detected that you were stuck in a wall and tried to push you out ... but in this case it affected only the bomb.
18:24 goes directly to the next level wassup with that
20:15 they're to prevent players from being able to walk over spikes at the top of the screen.
17:30 I can already foresee a number of anti-soft lock applications in this one...
20:16 gotta love the sonic heroes music
You know what they say? UNO MAS means ONE MORE. So the amount of uno mas levels we will be seeing from this channel is endless. And we will happily watch
Yup
The second level was Korean. According to Google Translate the Korean text reads "Mario says".
yes right. and the Korean letter ‘says’ is from ‘simon says’ in old Korean form. so happy for meet Korean letter in DGR’s channel
@@UMinSangMyMura I don't really know much Korean, but I know enough to recognize the letter shapes. I'm a big K-pop fan, so I've come across it quite often.
@@davidfrischknecht8261 glad to hear that!
1:29 "I don't know what language that is" It's Korean.
Watching that happy koopa bouncing is hilarious 😂 it’s kinda mesmerizing!
@20:14 Maybe that is what they use to keep players from jumping over spikes at the top of the screen. I don't know why its not an invisible sprite, but maybe they thought that it would always be off screen. They were wrong about that.
The “bombs away” link level works because when you are inside the on off block the bomb can’t be there too so the bomb gets pushed one block forward and keeps the same momentum allowing for the block to be broken.
Dave's hunt for more softlocks, as he hasn't done that since his old college days!
10:21 actual photo of SMM2's code
Can I just say, I haven’t touched a mario game for many years, like I bet my last mario game was whatever the first one that came out on 3DS and the first 3DS mario Kart. Yet I sit here watching you and I laugh my ass off all the time for the past years or so. Also I’m sat here in bed recovering from Covid, and you right now are the funniest guy to me, cheering me up all the time. DGR, you are the man! [puts on sunglasses 😎]
7:10 silent but deadly haha
I think those blue blocks above the spikes are how they keep people from going over spikes like in smm1. What makes me think that is in 3dw the clear pipes have grey blocks above to keep you from going over the top of the screen. 🧐
The time stamp wasn’t for the blocks sorry buddy it was for the silent but deadly joke lol
That would be a hell on an end to a troll level, the occasional arrow pointing toward an on/off marker, a shell to trigger it to go further, only to find out at the end that the goal was 5 feet from where you started.
The smile parts "and that's where it all began" "that smile that damn smile"
21:16
Dave: And until next time...
**Outro Thing Plays**
Me: *Wait, that's illegal.*
2:42 'Apparently, that shit' oy vey
3:00 I think its a One Ok Rock refference, they have a song called Bombs Away
All that we see or seen
Is but a livestream within a livestream
Hey DGR. It’s been a long time.
I wanted to share a funny story. One of my students thought it was super cool that you used to play my MM1 levels and stream them. He knew who you are since he loves MM2!
I feel like DGR is one of those people who would be excellent at testing levels since he is able to probably find every single soft lock.
Your videos make my day better
The skewer tech makes me think of all the times troll levels hit you with a checkpoint without you knowing.
For the silent checkpoint level, I think that since the brick are getting broken, the checkpoint sound isn’t loaded, therefore compressed out of existence
2:44 "Wait, that's illegal."
It's a beautiful city
that checkpoi-
YOU FELL FOR IT, FOOL! THUNDER CROSS SPLIT ATTACK!
My theory for how Link's bomb works is since walls aren't "walls," they're just spots that push you out (thanks pannenkoek2012) it pushes the bomb out too *that* much more to go farther
And for the skewer-checkpoint sound the skewer... overwrites it somehow?
When your early to the point where all you see is "I haven't been this early since my old college days" and "frist"
that really hurts
Ok you said how original but this isn’t original either lol
😂
Very true Toadette lol
*when your so early u see this too*
20:09 it's the 3-d would block if you put clear pipe at top screen
If they ever make it so you can have checkpoints and clear conditions, the collect/defeat ones should act like pink coins, those done before the checkpoint don't respawn but still count, and the don't X ones either can't have them or the checkpoint is like the goal, if you fail you can't grab it. That's how I think it should work but it might be hard to implement.
Also, conditions that require power ups shouldn't count ones from checkpoints because you don't get them again if you die, unless you have a reusable checkpoint but not every level will have those.
I think i have an explanation to the silent checkpoint one
As we know the sound in mario games have priorites
It seems that the screwer is in a taller priority than the checkpoint so if the screwer sound was active while you touch a checkpoint
The sound of the checkpoint won't be heared
*silence*
*more silence*
*silence intensifies*
Dave: Uno Màs!
the best part is that you post at the exact same time as Ted-ed
2:38 I’d say Mario really likes spaghetti after watching this.
I'm also gonna hop on that early wagon! Less than 15 minutes and I'm here baby! Love your content Dave!! thank you for providing!
I think links bomb doesn't want to live in a wall, u throw it right, the bomb goes right. It remembers it is in a wall, and glitches out of there. So it basically gets a half block more throw range.
0:42 this literally takes Bah Bah to another level
I think that the socond to last one is the most satisfying. Except for the cloud.
I know how the long distance bomb works. It's because the on/off block covers some space, needing to push the bomb forward.
Your videos are always made with good mood and entertainment. Keep up the good game.
I think the blue blocks are the ones are used to not let you go above the level?
Almost all of the uno mas levels are made with co op build glitches
Always leave it up to your old Uncle DGR to get stuck in every soft lock
Hey DGR, the blue block is in the texture files. But today its still unknown what its real purpouse is. Maybe at some point it was planned to be a side block that is like the ground block.
18:30 I think that was actually made by either Icay or Smashy
I know why Nintendo didn't allow checkpoints in clear condition levels because they didn't feel like programming the carry over of what you have collected (for the clear condition) when you die
The one where mario survives lava I think he’s doing 2 things at once. Telling the game he is bouncing but when he’s in lava, the game can not process 2 things at once. Making the game think he isn’t in lava
16:51 "i like the touch of the hot ding dongs"
This man is doing this on purpose
That Koopa at the start reminds me of Dave’s Superball song dance
“Note to self, cut that out”
Me watching the vid: 🙄
Lol
Yay I finally found something from DGR on UA-cam I saw through twitch
Going to play all of these w/ my friend later today and beat him and say:
"I've been watching DGR!"
And he'll say:
ARRRRGGHHHHHHHH!
I think you found out *why* checkpoints don't show up in clear-condition levels. Either nothing you got before the checkpoint would save, rendering it useless, or everything would, allowing you to potentially collect things twice. Nintendo couldn't figure out how to resolve this, so they decided to just not allow it.
In MM1 you could jump over spikes at the top of the screen (cuz they weren't real blocks). I guess these blue blocks were Nintendo's workaround to fix this. Since they're not supposed to be seen their graphics were irrelevant.
I like the uno mas videos. Awesome! Keep it up
The reason why you can’t hear the check Pinot is because the sound of the block breaking is louder then the check point
0:50 when you take happy meds for the first time
Not preserved momentum but added speed from the bomb being pushed out of the block.
I actually made 3 Uno Mas levels (i made 2 Quadro Mas levels) the names are Uno Mas: The Flying Spiny! Quadro Mas: Trampoline Fun! and Quadro Mas: Too Many Spinys!
That walk thru pipe level was JANK
I love the uno mas shirt.