Uploaded February 2022 | Updated September 2026, 2 weeks ago
Spliced clear segments from the August 3, 2018 Hard Blind Race. Original clear unknown, re-cleared on January 23, 2022. This was originally meant for a Euro Race but was swapped with kaizo cave (BKR) by Mason so the difficulty is much easier.
First section, the pow hits off the moving platform was awkward because of the momentum and I had maybe 3 nais on CP1.
Section two has a hidden key you can obtain by throwing the spring up at the first blue platform. It's not a dev, just a way to get some powerups and a Yoshi that I couldn't kill because I wasn't going to one-shot the rest of the level.
Section three was the killer. The problem spot was the double beetle into backshot. I couldn't figure out the best approach such as full jump and bonk off bottom of the ice blocks without getting shell collision or getting enough forward momentum after the backshot. I settled for the no jump as it seemed most consistent for me. I don't know if dropping the spring on the moving muncher was intended but it was a nice nerf instead of forcing midair version. And of course I landed the pointless swag mid-air. (I actually did the same on the original clear, also with no key).
We just got lucky, it wasn't skill. Fun level.
Clear time: 37 mins / 29 mins
Level Maker: Macho Man
Level code: supermariomakerbookmark.nintendo.net/courses/6CC1-0000-03B2-BEF9
Spliced clear segments from the August 3, 2018 Hard Blind Race. Original clear unknown, re-cleared on January 23, 2022. This was originally meant for a Euro Race but was swapped with kaizo cave (BKR) by Mason so the difficulty is much easier.
First section, the pow hits off the moving platform was awkward because of the momentum and I had maybe 3 nais on CP1.
Section two has a hidden key you can obtain by throwing the spring up at the first blue platform. It's not a dev, just a way to get some powerups and a Yoshi that I couldn't kill because I wasn't going to one-shot the rest of the level.
Section three was the killer. The problem spot was the double beetle into backshot. I couldn't figure out the best approach such as full jump and bonk off bottom of the ice blocks without getting shell collision or getting enough forward momentum after the backshot. I settled for the no jump as it seemed most consistent for me. I don't know if dropping the spring on the moving muncher was intended but it was a nice nerf instead of forcing midair version. And of course I landed the pointless swag mid-air. (I actually did the same on the original clear, also with no key).
We just got lucky, it wasn't skill. Fun level.
Clear time: 37 mins / 29 mins
Level Maker: Macho Man
Level code: supermariomakerbookmark.nintendo.net/courses/6CC1-0000-03B2-BEF9



![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)




