Uploaded February 2022 | Updated September 2026, 2 weeks ago
Spliced clear segments from the September 7, 2018 Hard Blind Race. Originally skipped on August 24, 2020 and finally cleared on August 7, 2021. This is the final original footage I was holding onto prior to the external HD failing so everything else moving forward are re-recordings. As a special recognition, this was also the final New Soup race level to be cleared by me. The bonus footage at the start was just me memeing, it was not from the actual run in case my sarcasm was not apparent.
Before I begin, I don't think this is a bad level, just a terrible race level. There are several rooms with obscure tech and if you don't know what it is, it'll essentially be a puzzle. I did not complete the rooms in order of left to right so description is based on my chosen order.
First room I actually thought it was a one tile ground pound from the left side as far from the ground without falling off, but it doesn't reach. Then I figured it was the annoying grab from the left side as you are failing, quickly throw and wall jump off the right side. In reality, you can run from the right side and grab it as you are running off with a twirl and a quick midair motion (right left). Not an obvious one.
Speaking of not obvious, the second room with the ice floor and sideways spring clip. The only reason I knew about this was because I may have been the first person to upload a level using this particular tech. The original idea was while you are sliding on the ice, you drop the pow in a particular spot that while you pass through the pow, when you phase out of it, it would force you to clip through the spring. Luckily, new soup engine is much more kind as if you can find the sweet spot to position the pow, you can wall slide down and the spring clip will be automatic, skipping the annoying ground slide version. This will not be easy to understand for someone who has never seen it.
Third room was just controlled jumps to land on the bottom pow while grabbing the top one and throwing the pow late so the muncher tower doesn't land on you. You kind of just need to know how long to hold onto that jump button for each tower.
Fourth room is maybe the best room of the level. Figure out a way to carry the pow to the left without looking left, while also maintaining enough distance as to not trigger the top thwomp. My run wasn't perfect, but good enough to pass. I laughed when I saw Keiichi's alt strat where he dropped the pow forward. Hey, it worked.
Fifth room was the speed run. The concept was to maintain as much top speed as possible but also stopping at the pow instead of grabbing it and running forward since the distance wasted would kill your overall time. The explanation given to me was confusing as it sounded like the strat was supposed to be an immediate turnaround pow throw as soon as you reached it. Lucky for me, there was enough leniency even for late throws as in my clear run.
Sixth room is another dumb one. It looks super easy but only if you know what you are doing, or if you just plain got lucky on the second trick. While the first pow bypass was cool, the second is not obvious at all. There is some weird mechanic here where if you mount onto Yoshi after sliding down the wall, the second/top pow is not activated when you jump off Yoshi. What will normally happen is you will hit the top pow and be unable to clear the room.
Seventh room is the the dreaded vine carry. It's not a problem if you're just good. And as much as Cliche will keep saying how free this room is, try using my worn out dpad and you'll eat your words. It simply did not allow small movements and my eyesight is already bad as it. To expect me to be staring and hard focused at this pow moving up and down repeatedly for the exact moment where I can make a micro adjustment with a dpad (or stick) on its deathbed is a giant fat NOPE from me. I was forced to use the Conan strat aka pause buffering. The best time I found with this alt strat to move up is when the pow is at the lowest point and almost phased into Mario's head. You can actually make giant moves with it.
As I've stated many times previously, I really want to like the New Soup engine but when most of the race levels are tech ones like this, I can never truly appreciate it. And with Maker 1 essentially dead, that opinion of mine isn't going to change sadly.
Clear time: 9 hrs 6 mins
Level Maker: DrCliche
Level code: supermariomakerbookmark.nintendo.net/courses/7AED-0000-03BB-2D31
Spliced clear segments from the September 7, 2018 Hard Blind Race. Originally skipped on August 24, 2020 and finally cleared on August 7, 2021. This is the final original footage I was holding onto prior to the external HD failing so everything else moving forward are re-recordings. As a special recognition, this was also the final New Soup race level to be cleared by me. The bonus footage at the start was just me memeing, it was not from the actual run in case my sarcasm was not apparent.
Before I begin, I don't think this is a bad level, just a terrible race level. There are several rooms with obscure tech and if you don't know what it is, it'll essentially be a puzzle. I did not complete the rooms in order of left to right so description is based on my chosen order.
First room I actually thought it was a one tile ground pound from the left side as far from the ground without falling off, but it doesn't reach. Then I figured it was the annoying grab from the left side as you are failing, quickly throw and wall jump off the right side. In reality, you can run from the right side and grab it as you are running off with a twirl and a quick midair motion (right left). Not an obvious one.
Speaking of not obvious, the second room with the ice floor and sideways spring clip. The only reason I knew about this was because I may have been the first person to upload a level using this particular tech. The original idea was while you are sliding on the ice, you drop the pow in a particular spot that while you pass through the pow, when you phase out of it, it would force you to clip through the spring. Luckily, new soup engine is much more kind as if you can find the sweet spot to position the pow, you can wall slide down and the spring clip will be automatic, skipping the annoying ground slide version. This will not be easy to understand for someone who has never seen it.
Third room was just controlled jumps to land on the bottom pow while grabbing the top one and throwing the pow late so the muncher tower doesn't land on you. You kind of just need to know how long to hold onto that jump button for each tower.
Fourth room is maybe the best room of the level. Figure out a way to carry the pow to the left without looking left, while also maintaining enough distance as to not trigger the top thwomp. My run wasn't perfect, but good enough to pass. I laughed when I saw Keiichi's alt strat where he dropped the pow forward. Hey, it worked.
Fifth room was the speed run. The concept was to maintain as much top speed as possible but also stopping at the pow instead of grabbing it and running forward since the distance wasted would kill your overall time. The explanation given to me was confusing as it sounded like the strat was supposed to be an immediate turnaround pow throw as soon as you reached it. Lucky for me, there was enough leniency even for late throws as in my clear run.
Sixth room is another dumb one. It looks super easy but only if you know what you are doing, or if you just plain got lucky on the second trick. While the first pow bypass was cool, the second is not obvious at all. There is some weird mechanic here where if you mount onto Yoshi after sliding down the wall, the second/top pow is not activated when you jump off Yoshi. What will normally happen is you will hit the top pow and be unable to clear the room.
Seventh room is the the dreaded vine carry. It's not a problem if you're just good. And as much as Cliche will keep saying how free this room is, try using my worn out dpad and you'll eat your words. It simply did not allow small movements and my eyesight is already bad as it. To expect me to be staring and hard focused at this pow moving up and down repeatedly for the exact moment where I can make a micro adjustment with a dpad (or stick) on its deathbed is a giant fat NOPE from me. I was forced to use the Conan strat aka pause buffering. The best time I found with this alt strat to move up is when the pow is at the lowest point and almost phased into Mario's head. You can actually make giant moves with it.
As I've stated many times previously, I really want to like the New Soup engine but when most of the race levels are tech ones like this, I can never truly appreciate it. And with Maker 1 essentially dead, that opinion of mine isn't going to change sadly.
Clear time: 9 hrs 6 mins
Level Maker: DrCliche
Level code: supermariomakerbookmark.nintendo.net/courses/7AED-0000-03BB-2D31


![[SMM1] Uncleared Levels Compilation 15 for [Team 0%]
Super late, but this is the final uncleared compilation before the Conan consistency levels cleared back in December.
0:00 Testing Abilities by Game&Watch
C751-0000-0348-8E7E
Ugly splices but there werent good options since I died at the checkpoints. Cheesed the end half of the level with the star.
4:54 Glitches by Rasmus
67AB-0000-03D6-E9C1
I dont know how to explain how the glitches work. The main setup is a very tall bullet blaster in a clowncar at the bottom of the level, stacked with a mole at the very top of the level. The sideways moving thwomps have two variations. The easier variation has the top thwomp only moving horizontal but you cant get the checkpoint, I somehow triggered the vertical moving version when the thwomps interacted which gave access to the checkpoint. The muncher stack glitch was annoying since you can die to invisible munchers. Surprised I somehow found a way to clear this.
7:05 冬の旅6闇の館に紺碧の空 by もやい⏜∀⏜
F8BE-0000-02E8-D092
Wasnt able to copy the level makers name correctly but thats as close as I could get. This level was dreadful and long. Then a very butt-clenching clowncar section which I died many times until I remembered that I could jump out of the car and use the cape twirl instead of relying only on the clowncar fire.
12:41 Kaizo Loli 5: Shell Jumps Castle by Jonathan
F27B-0000-037D-7A1A
Pretty fun level though it did require some tricky momentum jump timing to line things up.
15:07 Shell of Justice by jay
EC06-0000-02E6-E3A4
I made some of the other 0%ers mad that I was playing this level instead of Conan consistency. Im allowed to have fun once in a while. The nai jump was interesting, I dont know the intended timing but the one I used was decent.
17:29 shellmet juggling masters 2! by DrgnPhrend
4E65-0000-0376-823F
The only Geistbeck level in this video. This level was so annoying that even the legendary Fritzef refused to touch it. I got you Fam. Most of my deaths were from timing out. I found the second section to be the hardest since it required the longest item carry. [SMM1] Uncleared Levels Compilation 15 for [Team 0%]](https://i.ytimg.com/vi/vHTWBQKydps/mqdefault.jpg)
![Super Mario Maker - Blind Kaizo Race #151: Flip It and Reverse It [BKR]
The January 19, 2019 blind kaizo race was brought to you by Benbobbins! Originally cleared on June 27, 2019. This was an interesting concept. Do the thing, but then do it in reverse. Also, god damn Hana-chan bouncing and making it through the one way gap felt weird. It might have been screen scroll but cp1 that shell killing my cannonball was just rude. Final section, sometimes that first cannonball wouldnt lineup. And at the very end, the hardest jump in the level was from the red koopa shell to the shellmet on the conveyor. For some reason, getting the right angle, momentum and distance felt inconsistent.
Regardless, still a neat level. 24 mins for this one.
https://supermariomakerbookmark.nintendo.net/courses/80C4-0000-03D2-AF4A Super Mario Maker - Blind Kaizo Race #151: Flip It and Reverse It [BKR]](https://i.ytimg.com/vi/vHUhnqp1LtM/mqdefault.jpg)






