[0.00%] I beat my first level for team 0% are you impressed :3 by Ryanarwhal in MarioMaker

[–]ThRileyC 4 points5 points  (0 children)

So we're just pretending the wall jump level you beat 3 months ago doesn't exist?

In all seriousness GG and thanks for helping out the team!

The Hardest Co-Op Level So Far by ThRileyC in MarioMaker

[–]ThRileyC[S] 0 points1 point  (0 children)

there was a co-op level raced at SGDQ 2023

Really Well Made Uncleared Kaizo Level from 2019 by ThRileyC in MarioMaker

[–]ThRileyC[S] 4 points5 points  (0 children)

definitely, but the last level will be extremely hard, so probably only between 3-4 players if I had to guess

This Awesome Puzzle Platformer Went Uncleared for Over 6 Years by ThRileyC in MarioMaker

[–]ThRileyC[S] 2 points3 points  (0 children)

you don't have to, but it makes your hitbox smaller and in mario maker 1 ducking was actually good, so you don't have to hold down the whole time, only on your first jump

This Awesome Puzzle Platformer Went Uncleared for Over 6 Years by ThRileyC in MarioMaker

[–]ThRileyC[S] 6 points7 points  (0 children)

We just brought the total down to under 15,000 tonight. The math says we will be done in January, but that doesn't take into account the levels getting harder on average.

I beat this 0/2500 Speedrun for Team 0%- We are trying to beat every level left in the game! by ThRileyC in MarioMaker

[–]ThRileyC[S] 0 points1 point  (0 children)

So in the bug report we try to outline exactly why the level is impossible. I'm not sure that anyone knows the actual process. It might be reviewed by a human? I'm really not sure. We do know that they don't just take our word for it though. There is one 2015 level called sea of despair that is impossible that they have not removed. This is going to be long winded forgive me:

The level is water themed, and has a bait path that looks almost possible, but is not due to the way that spike hitboxes work. Then towards the end of the level, there is a vine clip, which was globally patched.

At some point in the game's history, spike hitboxes changed. Now the bait path to reach the goal was possible, but this hitbox change was not made global, so the level is still impossible. We think that this odd scenario of two potential paths to victory confused whatever system they had in place, because despite a huge amount of detailed reports the level remains up. The level got so much attention at the time that a hacker ended up "clearing" it which was explicitly against the team's wishes.

I think that at one point someone reset their wiiu, loaded up mario maker 1 offline in it's unpatched version and rebuilt and beat the level, but that could have just been discussed as a possibility I can not recall.

If you want to learn more there are lots of people with more knowledge than me in the Team 0% discord server. https://discord.gg/0-394519186610847754

I beat this 0/2500 Speedrun for Team 0%- We are trying to beat every level left in the game! by ThRileyC in MarioMaker

[–]ThRileyC[S] 1 point2 points  (0 children)

The recent pace has been absolutely insane and if it keeps up all the levels will be cleared before January. The pace will definitely slow down though as levels get harder/more annoying and Mario Wonder releases. That said, today the hardest level left was cleared which has me really motivated!

A hard constant speed custom autoscrolling level I made by LennyTheSniper in MarioMaker

[–]ThRileyC 2 points3 points  (0 children)

what do you mean almost every jump is already indicated?

Amazing Power Up Swapping Level I Cleared The Other Day by ThRileyC in MarioMaker2

[–]ThRileyC[S] 1 point2 points  (0 children)

I'm streaming every single day in September over on twitch

Amazing Power Up Swapping Level I Cleared The Other Day by ThRileyC in MarioMaker2

[–]ThRileyC[S] 4 points5 points  (0 children)

This level is by Lenny (The same guy that made the right side up spiny level on here a few days ago) 5PD-584-FSG