Uploaded July 2020 | Updated September 2026, 2 weeks ago
August 4, 2018 (Played on June 26, cleared on June 27, 2019)
supermariomakerbookmark.nintendo.net/courses/4E6F-0000-03B2-EFDE
Level Maker: Mason
Clear time: 7 hrs 36 mins (over 2 days)
According to the spreadsheet, the Friday and Euro levels were swapped and it showed. This was a Friday, a very technical level for me.
We start off with my favourite trick of all time, the jumping off a pow that bounced off a sideways spring. I had to relearn spinning bomb drops. The final boss of this section was not the final back shot, but the spinning spring drop no jump. I kept having too much momentum, catching the wall and not making it over the spike.
Second section, I got destroyed by the thwomp chain combo. Basically, the winged pow kept spawning too late and it was impossible to catch. I think I switched to a controlled shelljump with the red shell which made it lineup better. I had 3 pipe nais.
And finally the section of pain. I was still not consistent with a spinning bomb drop without a wall. And one of the final bosses was the double spinning bomb drop, that ate a lot of lives. The following bomb surf destroyed me because I kept getting 3 bounces and the bomb not going through the one tile gap. I forgot who but I will assume at this point it was LPK who correctly informed me I was repressing jump at the wrong time for it to be consistent.
So I never realized until hours later that with the bomb throw/Yoshi mount combo, the maker actually gave you a wall to hug to make the catch 100% consistent. The only downside for me was that it gave less momentum so you would barely make it over the spike wall. If you do a running start, it's possible to bounce off the bomb so high you can jump into the spike, causing Yoshi to run and fall into the pit it deserves and giving you some i-frames. Not sure there is any cheese from that but it's there.
I had 14 nais, and 4 yattenais (failing the actual shelljump). So it was fitting to include one of those in the video. This wasn't a bad level at all, I was just more frustrated in how long it took me.
August 4, 2018 (Played on June 26, cleared on June 27, 2019)
supermariomakerbookmark.nintendo.net/courses/4E6F-0000-03B2-EFDE
Level Maker: Mason
Clear time: 7 hrs 36 mins (over 2 days)
According to the spreadsheet, the Friday and Euro levels were swapped and it showed. This was a Friday, a very technical level for me.
We start off with my favourite trick of all time, the jumping off a pow that bounced off a sideways spring. I had to relearn spinning bomb drops. The final boss of this section was not the final back shot, but the spinning spring drop no jump. I kept having too much momentum, catching the wall and not making it over the spike.
Second section, I got destroyed by the thwomp chain combo. Basically, the winged pow kept spawning too late and it was impossible to catch. I think I switched to a controlled shelljump with the red shell which made it lineup better. I had 3 pipe nais.
And finally the section of pain. I was still not consistent with a spinning bomb drop without a wall. And one of the final bosses was the double spinning bomb drop, that ate a lot of lives. The following bomb surf destroyed me because I kept getting 3 bounces and the bomb not going through the one tile gap. I forgot who but I will assume at this point it was LPK who correctly informed me I was repressing jump at the wrong time for it to be consistent.
So I never realized until hours later that with the bomb throw/Yoshi mount combo, the maker actually gave you a wall to hug to make the catch 100% consistent. The only downside for me was that it gave less momentum so you would barely make it over the spike wall. If you do a running start, it's possible to bounce off the bomb so high you can jump into the spike, causing Yoshi to run and fall into the pit it deserves and giving you some i-frames. Not sure there is any cheese from that but it's there.
I had 14 nais, and 4 yattenais (failing the actual shelljump). So it was fitting to include one of those in the video. This wasn't a bad level at all, I was just more frustrated in how long it took me.
![Super Mario Maker - Hard Blind Kaizo Race #103: [Race] Arbitrary Abyss
Spliced clear segments from the March 9, 2018 Hard Blind Race. Originally cleared on September 4, 2019. I ran out of resin in Genshin so sneaking in a video edit. Clearly was tired as I messed up the footage slightly at Cp1 respawn but nothing lost.
Watching this ancient footage, I couldnt believe how many times I messed up the turnblock upthrow spring jump to shelljump by throwing the shell too early. Maybe I was 5Head getting practice for Maker 2 timing Kappa. Shelldrop after pipe was troublesome, and my piss poor timing sometimes led missing the question mark block or even worse, missing the bomb bonk. Surprisingly, my first successful attempt at bomb drop had no cp nais.
Cp1, oh noes, the dreaded cape. I HATED the spinning turnblock section. Yes, I suck with the cape and bad = mad. The number of times I spun the block by accident was annoying. Better yet, my pathetic skills at cape cancelling and kicking the second shell after the spinning shell jump. I had about 11 pipeTip nais, embarrassing. I assume I was probably peeved about an uno mas bomb flick after a section that took me so long. No cp2 nais however.
Last section was the easiest. Im not sure if you had to wait for the beetle to wake up, you probably were meant to reclaim but it was safer for me. No nais after getting in the keydoor the first time. This was a really good level but I was probably too frustrated at the time to properly acknowledge it some years ago when first playing it. Not your typical Canadian level design.
Clear time: 1 hrs 28 mins
Level Maker: ♪☆Doodle☆♪
Level code: https://supermariomakerbookmark.nintendo.net/courses/8396-0000-0391-F5F9 Super Mario Maker - Hard Blind Kaizo Race #103: [Race] Arbitrary Abyss](https://i.ytimg.com/vi/yplIrd-8ykg/mqdefault.jpg)




