Uploaded March 2022 | Updated September 2026, 1 week ago
October 13, 2018 (Original clear date unknown, re-cleared on March 2, 2022)
supermariomakerbookmark.nintendo.net/courses/3620-0000-03C1-6B66
Level Maker: SCBlast
Clear time: 2 hrs 40 mins / 46 mins
Precision level DansGame. Yeah, plenty of people like these. I am not in that group. But regardless, we power through. I'm not sure if I did everything the intended way but I mostly chose the safest options. The giant jump at "D" was the hardest in the level as making it over the top right spike felt impossible. At least it's not Maker 2 spike hitboxes right?
One terrible yattenai as I accidentally put the shellmet on... well we did it bois.
October 13, 2018 (Original clear date unknown, re-cleared on March 2, 2022)
supermariomakerbookmark.nintendo.net/courses/3620-0000-03C1-6B66
Level Maker: SCBlast
Clear time: 2 hrs 40 mins / 46 mins
Precision level DansGame. Yeah, plenty of people like these. I am not in that group. But regardless, we power through. I'm not sure if I did everything the intended way but I mostly chose the safest options. The giant jump at "D" was the hardest in the level as making it over the top right spike felt impossible. At least it's not Maker 2 spike hitboxes right?
One terrible yattenai as I accidentally put the shellmet on... well we did it bois.

![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)








