Uploaded September 2023 | Updated September 2026, 1 week ago
Spliced clear segments from the September 21, 2018 Hard Blind Race. Original clear date unknown, re-cleared on April 18, 2022. This is the last time we'll see a Mason shell level in the series. I remember malding the first time I played this not because it was a bad level but because I could not do the tricks. I mean, starting the level with one of my most hated tricks, the reclaim. First section also ended with a reverse reclaim.
As expected, more whining from me at start of section two because I couldn't understand the timing of throwing the shell while spinning and landing back on it. The reason for this was entirely my fault because of the way I do shell/throwing tricks. As soon as I throw, I release the trigger and that actually made me start falling sooner. When I began holding the trigger the entire time and using the B button to land on the shell, everything lined up perfectly as I was getting max height.
I remember being a little b*tch playing this complaining about it being too hard and that the level should be nerfed. After understanding the tricks on the replay and only needing 11 minutes to clear, I ate that slice of humble pie when I learned via the editor that the level was massively nerfed as the entire subworld was removed. So I decided to give this level some love and play through the subworld. I edited in a pipe and keydoor transition for the second CP as I don't know how the original level intended to enter the subworld. The timer is not on the screen but it took about 4 hours to learn and complete it. The only slight annoyance I had was the screen shifting up on the Yoshi shelljump. Most deaths were failing the slow spit.
I included a bonus yattenai at the end for true ending (I actually died twice but the other was not recorded). If the subworld was included when the level was first uploaded for the race, I feel like I would have ragequit for being a bad player. Hey, I got a bit better and this level helped in that regard.
As a reminder, Super Mario Maker - Hard Blind Kaizo Race #130: Complaint Cavern (Race) by Yoshi had to be skipped as the level was deleted before I could play it. The clear video is on the playlist via Qbrain's clear which is linked below.
youtu.be/FhA03JHMccw?si=gHgWTPwI_eDKx0YY
Clear time: 2 hrs 11 mins / 11 mins
Level Maker: Mason
Level code: supermariomakerbookmark.nintendo.net/courses/8F82-0000-03BD-8994
Spliced clear segments from the September 21, 2018 Hard Blind Race. Original clear date unknown, re-cleared on April 18, 2022. This is the last time we'll see a Mason shell level in the series. I remember malding the first time I played this not because it was a bad level but because I could not do the tricks. I mean, starting the level with one of my most hated tricks, the reclaim. First section also ended with a reverse reclaim.
As expected, more whining from me at start of section two because I couldn't understand the timing of throwing the shell while spinning and landing back on it. The reason for this was entirely my fault because of the way I do shell/throwing tricks. As soon as I throw, I release the trigger and that actually made me start falling sooner. When I began holding the trigger the entire time and using the B button to land on the shell, everything lined up perfectly as I was getting max height.
I remember being a little b*tch playing this complaining about it being too hard and that the level should be nerfed. After understanding the tricks on the replay and only needing 11 minutes to clear, I ate that slice of humble pie when I learned via the editor that the level was massively nerfed as the entire subworld was removed. So I decided to give this level some love and play through the subworld. I edited in a pipe and keydoor transition for the second CP as I don't know how the original level intended to enter the subworld. The timer is not on the screen but it took about 4 hours to learn and complete it. The only slight annoyance I had was the screen shifting up on the Yoshi shelljump. Most deaths were failing the slow spit.
I included a bonus yattenai at the end for true ending (I actually died twice but the other was not recorded). If the subworld was included when the level was first uploaded for the race, I feel like I would have ragequit for being a bad player. Hey, I got a bit better and this level helped in that regard.
As a reminder, Super Mario Maker - Hard Blind Kaizo Race #130: Complaint Cavern (Race) by Yoshi had to be skipped as the level was deleted before I could play it. The clear video is on the playlist via Qbrain's clear which is linked below.
youtu.be/FhA03JHMccw?si=gHgWTPwI_eDKx0YY
Clear time: 2 hrs 11 mins / 11 mins
Level Maker: Mason
Level code: supermariomakerbookmark.nintendo.net/courses/8F82-0000-03BD-8994


![[SMM1] Uncleared Levels Compilation 4 for [Team 0%]
I swear, I am not the sideways spring person... anyways. Another batch of levels for Team 0%, these ones are all spring related.
紳士大干一分鐘,我控几不住我自己阿! by えんちゃん
67B1-0000-0337-87F5
Strat I used is jump into the monstrosity and hold left + Y (run). If you hit the sweet spot you will lock in, and stay in position. Jumping will keep you locked in, but to go down, you need to tap down and immediately hold left + Y (run). If you dont, you will fall straight to the bottom and the spikes. It looks pretty consistent.
The Corridor Of Jank by chris
3998-0000-03D4-22EE
Spam down (ground pound) and you eventually move to the right, but not too fast. Jumping too high will get you stuck.
紳士大干不了一分鐘了,快点走!乃个亀孫! by えんちゃん 2#
B4C0-0000-0344-8ADD
Jankiest trick ever when I first played this. Continuously tap down for ground pounds which will carry you to the right. Tongue a sideways spring to stop you in place, ie to let the big Koopa catch up and not despawn off screen. Spit the spring correctly to the right and it will push the spring stack to the left and repair the track and you will automatically move to the right again. This trick is very jank and you can get multiple different spit speeds/distances which will change how the spring stack gets moved. Its also possible to keep moving to the right despite having a spring in Yoshis mouth, I called this a runaway train as I desperately tried to spit and tongue another spring to stop.
紳士大干一分鐘,快点走、乃个亀孫(by Smash boss) by えんちゃん
F785-0000-0334-6453
Exact same as the previous level but longer screen so you need to stop multiple times to allow big Koopa to catch up and not despawn offscreen. This was originally a nightmare until I found something consistent? I used the flowers aesthetics as good stopping points, doesnt appear to be intended as Conans clear vid (which I only found after I beat these levels), he didnt use them. The main change I did was I held left bumper the entire time. It worked as I got to the end on consecutive attempts. [SMM1] Uncleared Levels Compilation 4 for [Team 0%]](https://i.ytimg.com/vi/EmfsgOXOJrU/mqdefault.jpg)







![[SMM1] Uncleared Levels Compilation 6 for [Team 0%]
Query of Trust - Garbage Lust by Bluestreak
CA65-0000-0375-2FAB
Troll level, my strange movement is to avoid such traps.
this is just not okay by Carl
6C9F-0000-0376-A94D
Look out below! by Wolf
65E8-0000-02E7-4B38
~The Irritating Tower~ by lil spook
E242-0000-02E9-9E60
Sorry about the clowncar part. But a struggle is a struggle. Also I couldnt figure out how to hit block from the right side so I went with the left despite the precision.
garbo no levl edit pls by awesome!
8CC0-0000-03D5-6604
Nah, I went in to the editor.
I can fly without a feather by Grampay
A0DF-0000-03D1-DD8C
You can one cycle the jump with the spring onto the cloud. Been a while since I died that close on the goal.
Warning, May Induce Extreme Rage by Dom
B33A-0000-02EC-5115 [SMM1] Uncleared Levels Compilation 6 for [Team 0%]](https://i.ytimg.com/vi/FmRvoTegHk4/mqdefault.jpg)