Uploaded March 2022 | Updated September 2026, 1 week ago
The March 9, 2019 blind kaizo race was brought to you by Keiichi! Original clear date unknown (11 mins), and re-cleared on February 5, 2022 (11 mins). Good ol Maker 1 physics eh?
Most of the time spent was on CP1 nai, that Aussie tech bro. Section two, I was very thankful that the spring upthrow to the pow followed by dropping it into the lava was a not a forced/timed sequence because I was not able to do it in one cycle.
I was also not able to find the hidden key for the powerups at the end but seeing it in editor afterwards, what a clever hiding spot (first pipe after CP2 that spits out springs). It's also not a dev skip since the exit pipe is also visible. True ending was not possible so I just left the friend behind. Sadge
supermariomakerbookmark.nintendo.net/courses/25A8-0000-03DC-5CE3
The March 9, 2019 blind kaizo race was brought to you by Keiichi! Original clear date unknown (11 mins), and re-cleared on February 5, 2022 (11 mins). Good ol Maker 1 physics eh?
Most of the time spent was on CP1 nai, that Aussie tech bro. Section two, I was very thankful that the spring upthrow to the pow followed by dropping it into the lava was a not a forced/timed sequence because I was not able to do it in one cycle.
I was also not able to find the hidden key for the powerups at the end but seeing it in editor afterwards, what a clever hiding spot (first pipe after CP2 that spits out springs). It's also not a dev skip since the exit pipe is also visible. True ending was not possible so I just left the friend behind. Sadge
supermariomakerbookmark.nintendo.net/courses/25A8-0000-03DC-5CE3




![Genshin Impact - Divine Ingenuity Custom Domain: Let the Wind Lead
Domain ID: 34976383671 [Expires March 21, 2022]
Leaving this here for historical/archive purposes of Typical Canadian Level Design aka some of my dumbest ideas. The original version was without wind and instead several stamina orbs you had to collect as you climb the entire way around the level, dodging obstacles or you fall and have to start from the beginning. In the end, I felt it was way too slow. With the current version, I could have gotten rid of the climbable walls altogether since you can just ride the wind the entire way.
Anyways, its interesting that there is potential to create laps like your typical New Soup red coin speedruns. The only difference? People actually play those LUL. However, the timer might be trivial since you have the ability to teleport to the beginning of the domain at no penalty. Genshin Impact - Divine Ingenuity Custom Domain: Let the Wind Lead](https://i.ytimg.com/vi/qpsx2JbxX_o/mqdefault.jpg)
![[SMM1] Uncleared Levels Compilation 3 for [Team 0%]
Longer video to cram in more impossible levels. Usually they are designed to be very long, tedious, lots of enemy spam but with some sort of dev exit. Every once in awhile, the level will actually be pretty good. I could have edited out some of my trash gameplay such as the clowncar segment but I think its okay to see that I chose to play safe.
impossible course かなり難しい!! ぜひ挑戦を! by [Deleted User]
7656-0000-037C-D6EE
impossible by guilou
A8AE-0000-0375-8405
99% imposible #2 by luis angel
C128-0000-0375-7623
99% imposible no fake by Raul
1029-0000-03D3-9878
Imposible?? by Gabriel
059C-0000-02F0-25B6
99.9% impossibility(only 4 pros) by lola
B176-0000-0346-E09B
Last level was probably only uncleared because people didnt want to figure out a strat for the canonball part. [SMM1] Uncleared Levels Compilation 3 for [Team 0%]](https://i.ytimg.com/vi/rHu5RBoUotg/mqdefault.jpg)

![[SMM1] Uncleared Levels Compilation 14 for [Team 0%]
Team 0% for Maker 1 is long done and over and the servers are even offline now so the level codes are useless (for now). But, this loser still has old footage to upload. Heres one of the last compilations before Conan Consistency.
0:00 カワセマスカ? by ねおきち
2FBE-0000-0338-A886
Your hot garbo.
1:10 Spring Theory Mansion by James
68F6-0000-0342-0EAB
Assuming this was uncleared due to being forced to do the variant spring drop (throwing against wall). You dont get enough height doing the standard drop version. Reset door for mushroom was kind of dumb. I took my time on the 2nd spring jump as its very easy to lose the spring in the pit or to jump into the spikes from the left spring momentum.
3:42 ミニポムコース(上級者用) by しいたけるとこ
CC8B-0000-02F1-2959
Fun bomb course except the ending sequence (start of the bomb surf). Not a fan of that low ceiling where you can hit it offscreen (guess who hit it a few times).
4:55 Claustrophobic Shell by Hunter
AE85-0000-0356-47E8
I was very close to posting this in the impossible levels channel as I thought you needed a phantom. I realized you could delay the triple count by doing a spin jump. It just took me many attempts to land it to confirm it was possible.
5:47 ポムの一つのギミックを15回繰り返すだけの簡単なお仕事です! by かず〜
E6ED-0000-031F-38E2
A level Brak gave to Blast but I took it on in his stead. A consistency level that ended up breaking as the last 3 bomb blasts ended up being too far offscreen and not registering so I had a run where I did 25 loops and wondering why I wasnt getting a key yet (which is why I did what I did to keep the explosion on screen). [SMM1] Uncleared Levels Compilation 14 for [Team 0%]](https://i.ytimg.com/vi/stETxA3HCbE/mqdefault.jpg)


![Super Mario Maker - Blind Kaizo Race #143: Stallion
The November 24, 2018 blind kaizo race was brought to you by LPK (JankPickle)! Finally, the last missing Saturday BKR is uploaded. Original clear date unknown (10 hrs 39 mins), re-cleared on May 24, 2022 (4 hrs 5 mins). Despite not the longest to clear, this is in my opinion the hardest Saturday level. This also is the last legit clear of the remaining race levels. But because of the lost footage, the re-recording is a spliced clear in coursebot. This level was re-uploaded by LPK with no changes other than the level name to be a part of the [THAB] level contest.
I need to mention that because this recording is spliced in editor, making changes (ez access to CP to restart) changes the physics engine which destroys two parts in the level. LPK used an old setup with stacking thwomps to center shells so it hits against sideways springs. I had to make two changes to make the level work in current engine. At 1:02 you can barely see a canon falling to the left that pushes the shellmet over slightly, and at 1:19 you can see a blaster moving up on a rail, it pushed the spikey shell left so its close to being centered.
All cheese I used in the clear, I also used in the original playthrough. I failed so many times at the intended strat in section one, that I figured a way to skip it and do a spring jump instead. Section two is where almost the entire time was spent in the original clear. The part where you bounce three times on the spring/conveyor, it was annoying that the shell kept missing the one tile gap. In reality, my mistake was trying to go too fast. When you do the late bounces, you land on the shell late and it works everytime. Sorry, I love the pow cheese. The sequence is cool so I included the intended way at the end of the video.
I spliced the next pipe exit because this was such a choking point. Anyone who has followed this series knows how much I despise throwing items against sideways springs then jumping of it. Too many ways to fail this CP2, most were bonking pow or failing the throw.
Last section, lots of not destroying the pow block, landing on the spring pushed me into the falling thwomp, and the worst one was the beached koopa falling between the muncher gap. The last one felt kind of jank. Its the final LPK to be featured on the BKR list and I say it everytime. LPK makes really cool looking setups, but they can be a pain to figure out. Once you understand the jank, it does work. Thank you for the years of entertaining levels as well as making me cry trying to beat them.
ttps://supermariomakerbookmark.nintendo.net/courses/98B8-0000-03C9-37C3 Super Mario Maker - Blind Kaizo Race #143: Stallion](https://i.ytimg.com/vi/tV8qFBiTLVA/mqdefault.jpg)