Uploaded February 2020 | Updated September 2026, 2 weeks ago
March 3, 2018 (Originally cleared on April 1, 2019)
supermariomakerbookmark.nintendo.net/courses/3AF1-0000-0390-9226
Level Maker: Guitttar13
Clear time: ~30 mins first clear (6 mins replay)
I honestly look forward to every time it's a guitttar level as I do enjoy his setups. Unfortunately, we had a bit of a mishap as in where I somehow turned the recording off and didn't notice until I was done so I had to replay the level.
First section, of course it would be the spring throw giving me problems. A lot of the time I didn't have enough momentum on the run so I never landed on the spring.
The last section, I kept screwing up at the moving platform. I was always throwing the spiny shell too slow so the pow wasn't getting hit and the ceiling spiny was active. And of course the second moving platform for the final shell jump, I missed my ride a few times.
What's interesting about the ending of this level is something I haven't seen used very often. You could take the door for the safe path to the goal or do the YOLO jump through the spikes and onto the conveyor which drops you onto the goal. In a race setting, the YOLO would be the high risk high reward scenario that could make or break your clear rank. Yes, my first playthrough I went the safe road.
Another good one that doesn't scream typical Canadian level design.
March 3, 2018 (Originally cleared on April 1, 2019)
supermariomakerbookmark.nintendo.net/courses/3AF1-0000-0390-9226
Level Maker: Guitttar13
Clear time: ~30 mins first clear (6 mins replay)
I honestly look forward to every time it's a guitttar level as I do enjoy his setups. Unfortunately, we had a bit of a mishap as in where I somehow turned the recording off and didn't notice until I was done so I had to replay the level.
First section, of course it would be the spring throw giving me problems. A lot of the time I didn't have enough momentum on the run so I never landed on the spring.
The last section, I kept screwing up at the moving platform. I was always throwing the spiny shell too slow so the pow wasn't getting hit and the ceiling spiny was active. And of course the second moving platform for the final shell jump, I missed my ride a few times.
What's interesting about the ending of this level is something I haven't seen used very often. You could take the door for the safe path to the goal or do the YOLO jump through the spikes and onto the conveyor which drops you onto the goal. In a race setting, the YOLO would be the high risk high reward scenario that could make or break your clear rank. Yes, my first playthrough I went the safe road.
Another good one that doesn't scream typical Canadian level design.
![[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)



