When super mario maker was released nintendo did everything to make sure that it is completely
impossible to ever upload a level that is impossible to beat.
Naturally tons of people immediately started to try to find a way to upload an impossible
level, myself included.
And as it turns out, nintendo did a really good job.
Uploading an impossible level was seemingly impossible.
So most people moved on, and so did I, but a part of me always kept wondering if it is
possible, to upload a level that is completely absolutely no way to ever beat it impossible.
Less to have the stage online, more just to find out if it can be done.
So over the last couple of years I often toyed around with impossible level concepts, but
nothing I came up with was truly impossible.
Until recently.
In this video we are going to recreate my journey to create a completely impossible
mario maker level, will take a look at a couple of different things, I and other people tried
over the years to trick nintendo's system, and in the end we will finally find out, if
it is possible to upload a stage that is truly impossible to beat.
So are you ready?
Let's do this!
So if we want to upload a truly impossible level, then we have to find a way to circumvent
the play clear rule in some way.
When uploading a stage, everyone is forced to beat the level once from start to finish,
and once from every checkpoint.
So we can't upload a level like this one for example, because there is no way to clear
the stage once, the same is true for a stage like this.
So what we are looking for is either a way, to create a stage that can only be beaten
during the uploading process, or for a stage that uses some sort of trickery, that allows
us to be 100% sure that only the creator of the stage can beat it.
The first thing I ever tried was to simply create a stage, that utilizes a code that
only the creator of the stage knows, and that is required to beat the stage.
Here's a simple concept for such a level.
This level simply contains 16 writable bits.
Our plumber basically has to enter the correct number into the two bytes at the top.
There are 16 cells with 2 different states each, so there are 2 to the power of 16 possible
inputs or about 65000.
If each try to input a number takes about 20 seconds, which is really generous, then
it would take about 15 days of just playing this level non stop to enter each combination
once.
That's by no means impossible to do, very very tedious, but not impossible, but there
is no point in doing this, because this design, and every design like this has a critical
flaw.
Everyone is just able to download the stage, and to figure out the code and how it works
by looking at the level.
So this is how we can test for the correct number in a 16 bit storage cell, which is
really cool and awesome, but brings us no step further to building a truly impossible
level.
So I tried a lot of different things with such a concept.
I tried to hide the way the code is encoded, I tried to implement a simple encryption algorithm,
stuff like that.
But at the end of the day I always faced the same two problems.
First: If the stage is impossible because a number is needed then there is always the
chance that someone finds this number by accident.
We could make this chance so small that it is impossible for anyone to ever find it in
reality, but the stage would still not be truly impossible to beat.
The second, and honestly bigger problem is that people can just download
the level and look it up.
So if we want to upload a truly impossible level, we need to try something completely
different.
Youtuber ReflectivistFox uploaded a really interesting video a while ago.
He found a way to upload a level, that is beatable from the start, but that is truly
impossible to beat from the checkpoint.
The way he achieved this was by abusing a really clever quirk in the way red coins are
handled if a player dies.
The thing is the following, if there are several red coins in a stage, and mario is forced
to collect one of them, hits a checkpoint and then dies, then the game remembers that
a red coin was collected, and doesn't respawn this specific coin.
If Mario plays the level in order to upload it, and starts it from the checkpoint then
the coin isn't collected.
This gives us a difference between playing the level in upload mode, and playing the
level once it is actually uploaded, which is basically the holy grail for creating an
impossible level.
ReflectivistFox used everyone's favorite dinosaur to exploit this and to create a stage that
isn't beatable once the checkpoint was touched.
If anyone is interested in finding out how he did it in detail, the link to the video
is in the description and I highly recommend everyone to watch it, it's a really cool
concept.
So I tried to find an exploit using this trick that allows us to upload a level that is impossible
from the start . . . aaaand I found nothing.
The problem is that we are only able to create a difference between normal play and upload
play once a checkpoint was triggered by using this trick.
This means that every stage that we build around this trick still has to be be clearable
from the start, without respawning at the checkpoint.
While the concept is incredibly cool, and it's amazing that we are able to upload
impossible from checkpoint levels, it sadly doesn't allow us to create impossible from
the start levels.
But the concept of finding a difference between the different play modes felt like a really
hot trail, so I started to look into other ways to trick the game.
And I found this little guy!
May I introduce: Mr. Weird Mushroom.
This little guy is really interesting, because this little guy has a chance of 1 in 100 to
spawn instead of a mushroom when a question block is triggered in the super mario bros
theme.
If mario eats this delicious yum yum weird mushroom, he doesn't become big mario, but
weird big mario, and weird big mario has different jumping physics than normal mario.
He obviously jumps higher.
So why is this relevant when looking for a truly impossible level?
Well for a very simple reason.
Because nintendo has to make sure that no level is impossible to beat under normal conditions,
which forces them to do something that actually helps us creating an impossible level.
You'll understand in a second.
So if a player creates a stage in the smb style that contains nothing but a question
block and a gap that is too wide to jump over for mario, but easily doable for weird mario,
than this person could replay the stage over and over again, until a weird mushroom spawns,
which suddenly makes this impossible jump possible.
But such a stage would appear to be impossible, if someone got to play it in the 100 mario
challenge, and so nintendo decided to never spawn weird mushrooms when uploading any level.
Only when playing it normal weird mushrooms spawn.
But this gives us a new difference between uploaded play, and normal play that we can
exploit when we try to create an impossible level.
So the first person I saw using this trick was youtuber smash boss.
He often features incredible cool and weird mario maker contraptions and tricks, and highly
recommend everyone who is interested in this kind of stuff to check his channel out, the
link is in the description.
The trick smash boss used is the following: if Mario is weird Mario and jumps off of this
spring, then he becomes entrapped in this one way door for eternity, or at least until
the timer runs out, since he jumps higher than normal big mario.
But he needs to jump upwards at least once, in order to ignite the bob omb, because otherwise
he is entrapped as well.
Because of this beating the stage as weird mario is impossible.
But if mario is normal big mario he is able to trigger the bob omb and to escape, which
makes this stage beatable.
So what smash boss did was the following, he simply fed Mario 100 delicious mushrooms,
which almost guarantees that at least one of them is a weird mushroom, and thus the
stage is unbeatable because of the weird way weird mushrooms spawn.
But when he uploaded the stage, only normal mushrooms spawned because nintendo wanted
to make sure that no one uploads an impossible level.
In theory we could feed Mario even more mushrooms, by having him eat them always immediately,
because then the 100 item elc limit is never filled and we can use the block limit to feed
mario yum yum mushrooms.
Once in the overworld, and once in the sub world.
If we built something like this we can upload a stage that is so rng heavy that it can't
be realistically beaten by anyone anymore, but can be uploaded first try.
Such a stage would require insane luck to be beaten, it would be almost impossible.
And that's the problem.
It's almost impossible, but not totally completely ultimately no way to beat it ever
impossible.
So I always dreamed about uploading a totally completely ultimately no way to beat it ever
impossible level in super mario maker.
But that was the best I was able to find.
I had to accept it, when nintendo released Mario Maker they made no mistake, making an
impossible level, was impossible.
You know sometimes we try to do the impossible, and it turns out to be impossible.
Sometimes we just have to let dreams go.
. . . But not this time, because while nintendo
made it impossible to upload an impossible level in super mario maker, when they released
the game, they screwed up afterwards.
So do you remember the two impossible levels which I showed off at the beginning of the
video, well, those two are actually totally completely ultimately no way to ever beat
them impossible . . . and I actually uploaded them.
So recently I was chatting a little bit with the cloner of bowser's, the vanisher of tracks,
the solidifier of lava, the invisibility cloaker of pipes, and the master of mario maker glitches
himself.
I was chatting with psycrow.
I told him that I was doing a video on seemingly impossible levels, and he was like, oh cool,
but do you know that there is a way to upload a totally completely ultimately no way to
ever beat it impossible level and I was like.
"Uhm . . . . no."
So there's the thing.
During their never ending crusade against glitches and those who use them, nintendo
actually made a huge mistake.
They enabled a way to upload impossible stages, that wasn't possible at release.
If we want to pull this off, we need to travel back in time.
We need to wipe our wii u, and boot it up with a 1.0 version of Super Mario Maker afterwards,
and then we are playing super mario maker like it was three years ago, once again.
1.0 was a different time, it was a time where p-switches were yellow, keys and skewers didn't
exist, checkpoints were something we all wished for, for christmas, the nintendo switch was
nothing but a rumor and shigeru miyamoto just stated that pikmin 4 was in development.
But most important, Mario Maker was still fundamentally broken.
The double entity glitch still wasn't patched.
So check this out, here Mario finds himself trapped in a small little room, or at least
he appears to be entrapped, because these block blocks, are actually no block blocks,
but are made out of thin air, and allow mario to just jump through.
Next our plumber faces a couple of clouds, which sadly don't allow him to walk through
them, like they normally do, but are solid, but luckily the brick blocks at the top, aren't
solid, but allow mario to walk through.
If Mario hits this p-switch, then the cloud blocks suddenly can be collected like coins,
but the brick blocks suddenly turn into solid coins, and so on.
Long story short, the double entity glitch was pretty cool.
All we needed to do, in order to create such a strange double entity was to put a block,
cloud or coin on tracks on top of another block, coin or cloud, and delete the track
piece, and suddenly both items were on the same spot, which really messed with the game.
So when nintendo patched this glitch, all stages that previously used this trick broke,
because after the patch only one of the two stacked entities existed anymore.
So how do we create an impossible stage using this?
Well, there is a neat little mechanic that a lot of people don't know about in super
mario maker.
Levels don't have to be uploaded immediately after clearing.
If a stage is cleared, but the wii u isn't online, then the stage is saved as cleared
and can be uploaded the next time the wii u is online, without the need of playing the
stage again.
So.
If we beat these stages that were made in 1.0 on a wii u that isn't online, and then
update the game to 1.47, then we are able to upload the course without the need to play
it again.
And that's pretty good, because once we are on 1.47 the levels aren't beatable anymore.
This finally gives us the difference between play and upload-play that we need to build
completely impossible levels.
So I uploaded both of these courses.
They are completely absolutely totally no way to ever beat them impossible.
Hoooooray!
We finally did it.
With that being said, I immediately afterwards deleted the levels again because while impossible
stages are a ton of fun to theorycraft and I'm incredibly happy that I finally got
one online, they really shouldn't stay online, because of non skip 100 mario challenge players.
Huge, gigantic and enormous shoutout to psycrow for telling me about a way to upload this
stage, and for being awesome in general.
I hope all of you enjoyed this little video, if you did don't forget to leave me a thumbs
up and maybe you feel especially impossible to upload today, and want to hit the subscribe
button as well.
I hope that all of you have a wonderful day and to see you soon.
Goodbye!
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