There is this one thing that nintendo absolutely
doesn’t want to happen in Super Mario Maker 2. See the whole level ecosystem is built upon
trust. It is built upon the trust that every stage
that is online can be beaten, since the creator of the stage was able to beat it too. Nintendo really doesn’t want anyone to upload
a level that is truly 100% absolutely no way to ever beat it impossible. Naturally, tons of people, myself included
immediately started to try to come up with a truly impossible level as soon as mario
maker 2 got released. We already knew how to upload a 100% no way
to ever beat it impossible level in Super Mario Maker 1, so I assumed that uploading
an impossible stage in Mario Maker 2 can’t be that hard. I’ve never been that wrong. Wow, nintendo really did their homework, and
fixed tons of potential exploits in the sequel. Nonetheless they may have missed a small thing
or two, which still at least gives us a chance to maybe upload a stage that can’t be beaten. So today we are going to investigate this
question, we will discuss several different ideas on how an impossible level might be
possible, and we will finally answer the eternal question whether it is truly possible to upload
a truly impossible level in Super Mario Maker 2. So are you ready? Let’s do this! Okay so before we take a look at different
ideas on how to upload an impossible level in mario maker 2, let’s first quickly recap
how we did it in the first Mario Maker. The general idea on how to get such a stage
online is the following. We have to find a difference between playing
a level to upload it, and playing a stage once it is uploaded. The best way to do this in the first game,
was to just delete our save file, and to set Mario Maker back to version 1.0. In the very first version of the game many
glitches existed, that nintendo wrongfully patched as time moved on. The trick is the following: If we beat the
stage once in order to upload it, while in version 1.0, then the stage is still marked
as cleared as soon as we update the game. This makes it possible to beat a stage that
uses a glitch that later got patched, and as soon as the glitch is patched, the stage
is no longer beatable. That’s an actually surprisingly simple trick,
that easily allowed us to upload truly impossible levels in the first game. And this is also the first thing I tried when
I got my hands onto Mario Maker 2. So I basically prepared a couple of different
stages that were only beatable because of some weird glitches. I clear checked those levels and waited for
1.1 to roll around to finally upload the levels, which because of the patch should now have
turned impossible. Basically the same trick as before. Here we used a super simple magikoopa glitch
to create a not so impossible stage. For whatever reason Magikoopas were able to
transform spike blocks in the 3D world style whenever they shot one of them with one of
their evil playstation button missiles. The block stayed visible, but it also became
possible to suddenly walk through it. I assumed that once nintendo patched this
glitch, the stage turns unbeatable, but that’s not what happens, because the level just stays
in version 1.0. It just is no longer possible to recreate
the glitch in a new stage, but the glitch still exists in older levels, and our loving
memories of course. Levels in Mario Maker 2 no longer update when
the game updates. They stay on the old version of the game. What this means is that this stage here for
example stays possible, even though the patch fixed the glitch. So generally speaking nintendo is surprisingly
handling this issue in the correct way here. Since leaving old levels on the old game version
ensures that no stage breaks as soon as a patch hits, which is a really really good
idea, but sadly it also means that we can’t simply exploit old glitches anymore to upload
a truly impossible level. I had lots of different glitch levels set
up, ready to upload as soon as the first patch hit the game, but all the glitches still worked,
even after uploading the levels. As far as I can tell absolutely all glitches
and exploits that got patched got patched locally. Locally meaning that only new levels can’t
reproduce the glitch, while old ones are still allowed to weirdly glitch out as much as they
want to. So this approach sadly does not work. So does that mean that it is impossible to
upload an impossible level in Super Mario Maker 2? Well not necessarily! See the thing is nintendo changed tons of
things with the 1.1 patch, all that we have to do is to once again go back in time, and
to try to find a single thing that changed on a global level, and therefore allows us
to cheat their system once again. And this is where stuff gets a bit complicated. Because as it turns out, uhm, it isn’t that
easy to get Mario Maker back to version 1.0 anymore. So I deleted all my local mario maker 1 saves,
and put in the game cartridge while my switch was set to flight mode, to ensure that it
can’t connect to the wonderful world wide web. And this is the message the switch gave me. It simply refused to start the game. The problem is the following. As soon as mario maker was once installed
on a switch, the switch remembers that the game should be at a certain version, and absolutely
refuses to boot up the game cartridge until the update is completed. If we put the game into a switch that never
played mario maker before however, then our switch gracefully allows us to boot up the
1.0 version, because it hasn’t gotten the information that there is an update out yet. Alright so what does that mean? Well it means that we have exactly two options
to get back to mario maker version 1.0. We can either buy a brand new switch every
time we want to travel back, or we do a factory reset of our current switch. So one of those options is a lot more expensive
than the other one, but the other one means that we have to delete all data, all games,
all save files, pretty much everything on our console. Hooray? So I really really really wanted to upload
a truly impossible level in Mario Maker 2, but those two options just aren’t really
options are they. I can’t just go out and buy five switches,
neither can I delete all my games and save files. So sadly we can’t investigate if there is
a way to build a truly impossible level using old versions. Sorry for that. No I’m obviously kidding. I did the factory reset. Aaand we are back to version 1.0. What a wonderful Mario Maker it was back in
the day. Icicles are suddenly global ground again,
all the innocent glitches work again, even the 16 block rule still applies. Wonderful. So the first thing I tried was to build a
stage using the fact that icicles are global ground in 1.0, which changed in 1.1. Booooo
So I have some good news here, and some bad news. The bad news are the following. Nope, nintendo didn’t mess this up. Stages that were made in 1.0, but uploaded
in 1.1 still have icicles as global ground, which is a real pity, because I would have
loved it if we were able to get them with the icicles, but that’s how the game works. So here’s the good news: Stages that were
made in 1.0, but uploaded in 1.1 still have icicles as global ground! That’s actually huge, because it means that
it is still possible to upload levels using the 1.0 physics! All that we have to do is to factory reset
our switch every time we want to build a stage, alongside with a physical 1.0 super mario
maker 2 copy. So factory resetting is obviously not an option
for most, but the most dedicated ladies and gentleman among you, but thanks to the cloud
saves it is actually not that bad. I mean it takes a couple of hours, and we
have to redownload all our games, alongside with all our save files, but at least it allows
us to still upload super mario maker 2 stages using 1.0, when the game was still feature
complete! Hooray! Also, uhm I really want to take a second to
congratulate nintendo on their phenomenal community and update management with super
mario maker 2 so far. It’s always a great wink that the community
management is working flawlessly, when the most hardcore players of your game start to
factory reset their whole console, just so that they still have access to features that
got cut for no reason. Honestly great job nintendo. *troooooot* Anyway, so icicles aren’t the answer. As a matter of fact, all changes that were
made to items, and the level physics don’t help us at all. All those changes only apply locally. There is no item glitch that we can use, there
is no enemy exploit, there is no black hole wizardry, there is nothing. Nintendo really did their homework, they clearly
did everything to be absolutely sure that evil exploiters like us can’t find a way
to upload a truly, 100% absolutely no way to ever beat it level in super mario maker
2. They did everything, but one thing. Because luckily for us, there is this one
thing that they decided to patch globally, that gives us a chance. Their is this really, really weird exploit
in 1.0 that honestly never should have slipped through nintendo's testing. See, all characters in the game, namely toad,
toadette, mario and weegee are exactly the same. They jump the same height, they use the same
physics, they die the same way, they are exactly the same. But there is one super tiny difference. When wearing a fashionable fire flower outfit
in the new super mario bros u style, the different characters shoot fireballs at just a slightly
different height. The burning fire-flower fire power power up
fire balls just spawn a couple of pixels lower when playing as toad or toadette, then they
do when playing as a plumber. Twitter user GuyRagnarok found a way to make
use of this little difference in order to build a small device that only lets toad or
toadette pass, but never luigi or mario. Here’s how this works. The only way to escape this horrible trap,
is it by throwing a fireball at this little bob omb, but sadly throwing a fireball isn’t
possible because this stone headed thwomp blocks all our igniting shots. At least it does if we play as plumber, but
if we change over to mushroom, then our fireballs spawn just a couple of pixels lower, and suddenly
it is possible to ignite the bob omb. If we now put a brick block at the end, then
only toad or toadette are able to proceed, because only those two characters are able
to make it out of the contraption with only taking one hit, That is, in version 1.0. Because in version 1.1, all characters throw
fireballs at the exact same height level, the height of mario. And this ladies and gentlemen, is the one
change nintendo decided to make globally. Meaning that this also applies to levels that
were made in 1.0. That’s all we need. Ladies and gentlemen, here we have our difference
between the upload, and the play state of our stage. Ladies and gentlemen, here we have our exploit. This little glitch actually makes it possible
to upload a truly, 100% no way to ever beat it level in super mario maker 2. So I immediately uploaded this design, and
asked around on twitter if there is something that I missed, just to be absolutely sure
that we have a perfect unbeatable stage. And of course Icay beat the stage within an
hour. *icay jingle* But luckily icay was only able
to beat it because I made a super stupid mistake when building the stage. I forgot that it is possible to leave the
door at exactly the frame the bob omb goes boom, which makes it possible to break the
brick block by using the bob omb. So another factory reset later I had this
design online. Here we just added a couple of brick blocks,
and a clear condition to kill the bob omb. The reason we add a clear condition is because
enemies that are part of a clear condition do not respawn. And thus the stage is suddenly absolutely
100% unbeatable. Hooray! Except that Icay once again found another
exploit. This time he managed to juggle the bob omb
towards the piranha plant, which kill said plant during the process and makes it possible,
to survive the bob omblosion without getting damaged, and makes the stage beatable again. And that’s not the only exploit by the way
because the stage is actually beatable in multiplayer, without much effort. Woops, time for another factory reset. So how do de-cheese this? Well, luckily it’s actually surprisingly
simple, all that we have to do in order to fix the multiplayer bug, is to add a couple
of multiplayer detectors. Here the blasters drop down if a single player
enters the stage, but as soon as there is more than one player they refuse to drop,
and make it impossible to enter the stage. The reason this works is … the following:
Progressiv power ups always spawn relative to the current power up state of mario. Meaning that if mario is small, like he is
at the beginning of the stage, they spawn as mushrooms. If there are more than one player in a stage
however, then progressiv power ups always spawn in their final form. As a fire flower in this case. Mushrooms move, while fireflowers are static,
which gives us a different output to use. The second exploit can easily be fixed by
just removing the door, and by adding a couple of one way doors, so that the bob omb can’t
get stolen anymore by filthy icays. Hooray! So this stage hasn’t been beaten up until
now, and yes Icay checked it, there is still a chance that there is some form of cheese
possible that makes it possible to beat the level, though I’d say it’s highly unlikely. And even if there was, it is definitely possible
to fix this design in such a way that it becomes uncheesable, since we found a difference between
the play and the upload mode! So here we have it, ladies and gentleman it
is actually still possible to upload a truly impossible level in Super Mario Maker 2, thanks
to the differences in fireball-spawning height in 1.0, that got globally patched. I’m really glad nintendo missed this tiny
little thing, because they were really close to make it impossible to upload the impossible. So I’ll leave this stage online for another
couple of days so that each one of you is able to check whether I missed something,
but I’ll delete it afterwards since, well since impossible levels really shouldn’t
stay online because of people that play Endless Mario Challenge skipless.. So is there any point to all of this? Well, uhm, surprisingly yes! Thanks to factory resetting we are suddenly
able again to build and upload stages using the much much better 1.0 physics. So I know that this is something that almost
no one will ever do, but for those of you that put tons and tons of effort into their
stages, really want to push the limits of the game, or make stages for streamers to
play that tens of thousands of people get to see, the option is now at least here again. Also in the name of all the wiggler gods out
there, nintendo, please patch those features back in. Holy Fuzzy. Anyway:
Huge thanks to everyone's favorite crow, psycrow for helping me theorycrafting the whole thing,
as well as to icay for helping us to … uhm debug (destroy) the first two designs! So with that being said, I hope you enjoyed
this little video, if you did don’t forget to leave me a thumbs up, and maybe you feel
especially like re downloading all of your switch games 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!
how would I know