Uploaded October 2019 | Updated September 2026, 2 weeks ago
The June 30, 2018 blind kaizo race was brought to you by DrCliche! Originally painfully cleared on March 22, 2019. Didn't I just say something earlier about New Soup tech levels? Man...
So this level is going to have a bit of weird editing because as you know for red coin levels I cut out the failed attempts to help shorten the video. However, the bomb room confused me so much, I cleared the sections out of order so it will look like I entered the bomb pipe three times. Meh
First room was the pow collector. Interesting tech of being able to grab the pow after groundpounding on the brick block. Luckily I had previously known about this.
Second room was the double block hit to activate two pows using a ground pound. I knew about this from watching Syun and Beast burn through Super Expert 100 man runs. I'm not very good at this trick. There's a row of kaizo blocks for decheese if you activate only one pow and fall back to the ground.
Third room was the Yoshi flutter height gain, except doing it after falling. I did not know this. The timing is kind of weird but it's like holding the jump button immediately after running off the ledge.
Fourth room was the platform pow one. This was dumb as I didn't realize at first that the blue platform goes back and forth so I thought I had to hit all the pows in one shot and make it back onto the platform before it falls off the level. In reality, you could just chill wall jumping back and forth in that tiny space.
Fifth room was Yoshi ground pound shenanigans? I don't even understand the actual solution. It's either a well timed Yoshi ditch or something like ground pounding at the perfect height that will hit the brick block to activate the pow, but keep you low enough that you don't land above the semi solid bridge. Urgh.
Sixth room was easily the dumbest because of the confusing indicator. I kept thinking it was a noteblock clip and I somehow had to get Yoshi to clip Mario through in various methods. If the box indicator meant that's where Yoshi should be standing, then the left one was a lie as I felt I had to be on the noteblock to get the extended tongue grab. It would have made more sense to me if there was like a saw or something blocking the lower path clearly meaning I don't go there. Pow interactions such as bouncing off of Yoshi's head for part 2 of this room to enter the door was interesting though. I decided to keep the entire attempt as my frustration was pretty high but calmed down a bit with that twitch follow! :D
Finally, the firebar/bomb room that confused me the entire time. It turns out I correctly interpreted his timing indicator right from the start with the tracker mark. What I never understood was I was supposed to jump out of the way afterwards. I kept thinking I had to enter the door the same frame the brick blows up. I had never seen this before so it shouldn't be surprising I was so confused on what to do. The concept of preventing the brick block from being destroyed with a well timed ground pound is very fascinating, but conveying to me who has never seen this tech on what to do was half a failure. And don't be a smartass with "But Sir, why would you stand in the way of a bomb explosion?" If you are someone who has long followed my journey through the race levels, you know I am not that smart.
1 hr 55 mins of misery and I noped the heck out of this level. Please no more New Soup tech race levels! #StillSDRecording
supermariomakerbookmark.nintendo.net/courses/9194-0000-03AA-BE95
The June 30, 2018 blind kaizo race was brought to you by DrCliche! Originally painfully cleared on March 22, 2019. Didn't I just say something earlier about New Soup tech levels? Man...
So this level is going to have a bit of weird editing because as you know for red coin levels I cut out the failed attempts to help shorten the video. However, the bomb room confused me so much, I cleared the sections out of order so it will look like I entered the bomb pipe three times. Meh
First room was the pow collector. Interesting tech of being able to grab the pow after groundpounding on the brick block. Luckily I had previously known about this.
Second room was the double block hit to activate two pows using a ground pound. I knew about this from watching Syun and Beast burn through Super Expert 100 man runs. I'm not very good at this trick. There's a row of kaizo blocks for decheese if you activate only one pow and fall back to the ground.
Third room was the Yoshi flutter height gain, except doing it after falling. I did not know this. The timing is kind of weird but it's like holding the jump button immediately after running off the ledge.
Fourth room was the platform pow one. This was dumb as I didn't realize at first that the blue platform goes back and forth so I thought I had to hit all the pows in one shot and make it back onto the platform before it falls off the level. In reality, you could just chill wall jumping back and forth in that tiny space.
Fifth room was Yoshi ground pound shenanigans? I don't even understand the actual solution. It's either a well timed Yoshi ditch or something like ground pounding at the perfect height that will hit the brick block to activate the pow, but keep you low enough that you don't land above the semi solid bridge. Urgh.
Sixth room was easily the dumbest because of the confusing indicator. I kept thinking it was a noteblock clip and I somehow had to get Yoshi to clip Mario through in various methods. If the box indicator meant that's where Yoshi should be standing, then the left one was a lie as I felt I had to be on the noteblock to get the extended tongue grab. It would have made more sense to me if there was like a saw or something blocking the lower path clearly meaning I don't go there. Pow interactions such as bouncing off of Yoshi's head for part 2 of this room to enter the door was interesting though. I decided to keep the entire attempt as my frustration was pretty high but calmed down a bit with that twitch follow! :D
Finally, the firebar/bomb room that confused me the entire time. It turns out I correctly interpreted his timing indicator right from the start with the tracker mark. What I never understood was I was supposed to jump out of the way afterwards. I kept thinking I had to enter the door the same frame the brick blows up. I had never seen this before so it shouldn't be surprising I was so confused on what to do. The concept of preventing the brick block from being destroyed with a well timed ground pound is very fascinating, but conveying to me who has never seen this tech on what to do was half a failure. And don't be a smartass with "But Sir, why would you stand in the way of a bomb explosion?" If you are someone who has long followed my journey through the race levels, you know I am not that smart.
1 hr 55 mins of misery and I noped the heck out of this level. Please no more New Soup tech race levels! #StillSDRecording
supermariomakerbookmark.nintendo.net/courses/9194-0000-03AA-BE95

![[SMM1] Uncleared Levels Compilation 15 for [Team 0%]
Super late, but this is the final uncleared compilation before the Conan consistency levels cleared back in December.
0:00 Testing Abilities by Game&Watch
C751-0000-0348-8E7E
Ugly splices but there werent good options since I died at the checkpoints. Cheesed the end half of the level with the star.
4:54 Glitches by Rasmus
67AB-0000-03D6-E9C1
I dont know how to explain how the glitches work. The main setup is a very tall bullet blaster in a clowncar at the bottom of the level, stacked with a mole at the very top of the level. The sideways moving thwomps have two variations. The easier variation has the top thwomp only moving horizontal but you cant get the checkpoint, I somehow triggered the vertical moving version when the thwomps interacted which gave access to the checkpoint. The muncher stack glitch was annoying since you can die to invisible munchers. Surprised I somehow found a way to clear this.
7:05 冬の旅6闇の館に紺碧の空 by もやい⏜∀⏜
F8BE-0000-02E8-D092
Wasnt able to copy the level makers name correctly but thats as close as I could get. This level was dreadful and long. Then a very butt-clenching clowncar section which I died many times until I remembered that I could jump out of the car and use the cape twirl instead of relying only on the clowncar fire.
12:41 Kaizo Loli 5: Shell Jumps Castle by Jonathan
F27B-0000-037D-7A1A
Pretty fun level though it did require some tricky momentum jump timing to line things up.
15:07 Shell of Justice by jay
EC06-0000-02E6-E3A4
I made some of the other 0%ers mad that I was playing this level instead of Conan consistency. Im allowed to have fun once in a while. The nai jump was interesting, I dont know the intended timing but the one I used was decent.
17:29 shellmet juggling masters 2! by DrgnPhrend
4E65-0000-0376-823F
The only Geistbeck level in this video. This level was so annoying that even the legendary Fritzef refused to touch it. I got you Fam. Most of my deaths were from timing out. I found the second section to be the hardest since it required the longest item carry. [SMM1] Uncleared Levels Compilation 15 for [Team 0%]](https://i.ytimg.com/vi/vHTWBQKydps/mqdefault.jpg)
![Super Mario Maker - Blind Kaizo Race #151: Flip It and Reverse It [BKR]
The January 19, 2019 blind kaizo race was brought to you by Benbobbins! Originally cleared on June 27, 2019. This was an interesting concept. Do the thing, but then do it in reverse. Also, god damn Hana-chan bouncing and making it through the one way gap felt weird. It might have been screen scroll but cp1 that shell killing my cannonball was just rude. Final section, sometimes that first cannonball wouldnt lineup. And at the very end, the hardest jump in the level was from the red koopa shell to the shellmet on the conveyor. For some reason, getting the right angle, momentum and distance felt inconsistent.
Regardless, still a neat level. 24 mins for this one.
https://supermariomakerbookmark.nintendo.net/courses/80C4-0000-03D2-AF4A Super Mario Maker - Blind Kaizo Race #151: Flip It and Reverse It [BKR]](https://i.ytimg.com/vi/vHUhnqp1LtM/mqdefault.jpg)







