Uploaded October 2019 | Updated September 2026, 1 week ago
The September 1, 2018 blind kaizo race was brought to you by Sam! Originally cleared on March 26, 2019.
Section one, I wasn't fond of the hidden anticheese blocks where the down arrow was as it sometimes still triggered even if landing on the shell properly (just slightly further right than the maker wanted). But before that, I kept landing on the spike instead of the first koopaling.
Section two, in comes a very short cape section. Of course I read the indicators wrong at the right arrow towards the wall. I'll let you guess what I tried to do there.
Section three, not much here however I liked the double Yoshi kill option. Either down the pit it goes or into the crush block. antodoEvil. I was confused however at why a large muncher was in the end goal question mark block. Was it meant to be a troll hoping a player would immediately jump for an expected powerup? I'll never know if there was another Yoshi to kill in the top turnblock syunSad
20 minutes for this one. This was the first video recording where I tried to troubleshoot the quality issues but in reality only a 1080 option was added but it's #StillSDRecording syunSad
The good news is there are only 6 videos left until I fixed it with the new settings!
supermariomakerbookmark.nintendo.net/courses/5125-0000-03BA-1E75
The September 1, 2018 blind kaizo race was brought to you by Sam! Originally cleared on March 26, 2019.
Section one, I wasn't fond of the hidden anticheese blocks where the down arrow was as it sometimes still triggered even if landing on the shell properly (just slightly further right than the maker wanted). But before that, I kept landing on the spike instead of the first koopaling.
Section two, in comes a very short cape section. Of course I read the indicators wrong at the right arrow towards the wall. I'll let you guess what I tried to do there.
Section three, not much here however I liked the double Yoshi kill option. Either down the pit it goes or into the crush block. antodoEvil. I was confused however at why a large muncher was in the end goal question mark block. Was it meant to be a troll hoping a player would immediately jump for an expected powerup? I'll never know if there was another Yoshi to kill in the top turnblock syunSad
20 minutes for this one. This was the first video recording where I tried to troubleshoot the quality issues but in reality only a 1080 option was added but it's #StillSDRecording syunSad
The good news is there are only 6 videos left until I fixed it with the new settings!
supermariomakerbookmark.nintendo.net/courses/5125-0000-03BA-1E75



![[SMM1] 1000% IMPOSSIBLE !!! by Benjamin [Team0%]
Wasnt included in the impossible level batch as its longer and I actually kind of had fun. It does have some hidden stuff that someone going in blind would have problems finding the correct path, lots of fake paths and red herrings. I actually got stumped at the keydoor near the end as I did not initially find the hidden donut in editor. I actually tried to use and recycle the p switch but that wasnt possible. Fortunately I found it on accident.
46E5 0000 0352 CD68 [SMM1] 1000% IMPOSSIBLE !!! by Benjamin [Team0%]](https://i.ytimg.com/vi/T9gKiLq70NI/mqdefault.jpg)





![Super Mario Maker - Hard Blind Kaizo Race #133: Yoshis Haunted Factory [BKR]
Spliced clear segments from the October 5, 2018 Hard Blind Race. Originally cleared on December 31, 2020, over the course of two days. We have a killer one here. Where do I even begin.
First spring drop clapped me. Sometimes it would land on the higher right side or I couldnt pick up the shell. Yay for the ol galoomba drop Yoshi catch trick. The standard Yoshi shelljump to trick me then the cool one way gate Yoshi remount time stall. That donut corner was a very nice nerf to help with varying shell timings.
Second section, lets begin with that ceiling bonk shelljump where the timing always trips me. And then the early final boss with the shell swap. My brain took an eternity to remember the sequence. I kept grabbing the spiny shell instead of kicking it to the left. The spring setup was very consistent but that forward shell drop off the spring bounce clapped my cheeks. I had way too many nais on the simple looking backshot.
Final section, we got some jank. I dont blame this on level design but mario maker physics. You know exactly what I am referring to, aka throwing a spring up against a sideways spring can do some really unintended things. Most of the time spent here was on the shell regrab on the spring. The yattenai sequence screwed up a few times again from the sideways spring and giving different speeds. The actual yattenai had at least 2 deaths. Also, we can see gigachad himself Fritzef, leader of team MingLee throwing a sub to the level maker Lini and forcing me to include it in the clear video.
Apologies for the ending stall but thats on Nintendos servers. Even with the miiverse fix, it will still sometimes hang on starring levels. Fun but very difficult level for me.
Clear time: 12 hrs 7 mins
Level Maker: Lini
Level code: https://supermariomakerbookmark.nintendo.net/courses/F5C4-0000-03BF-F8ED Super Mario Maker - Hard Blind Kaizo Race #133: Yoshis Haunted Factory [BKR]](https://i.ytimg.com/vi/TyO8RNNnH_M/mqdefault.jpg)
