Uploaded May 2022 | Updated September 2026, 1 week ago
Spliced clear segments from the October 19, 2018 Hard Blind Race. Original clear date unknown, re-cleared on March 12, 2022.
This was an odd level for me. The first drop into spin grab was setup weird so I had to slow momentum to even get the grab. Then at the spring grab, you can actually land on the skull platform so if you're not ready, it can mess your jump (or fall directly into the muncher).
The first shell trick at CP1 was very confusing as there are no indicators for intended method. In my original clear, I ended up doing a controlled forward shell drop and went under the blaster. I think the method I did this time around feels more intended. And then the CP2 nai trick also had no indicators so I wasn't sure what the intended trick was. Once again, I assume I did it correctly.
Last section was incredibly short. I opted to go for a midair to skip the final triple shell jump. Maybe I'm just a weird player and naturally gravitate towards jank timing/setups when I play a normal level. Certainly one of the easier Friday levels once you know what to do.
Clear time: 1 hrs 34 mins / 18 mins
Level Maker: ExplodingGold
Level code: supermariomakerbookmark.nintendo.net/courses/E375-0000-03C2-59B4
Spliced clear segments from the October 19, 2018 Hard Blind Race. Original clear date unknown, re-cleared on March 12, 2022.
This was an odd level for me. The first drop into spin grab was setup weird so I had to slow momentum to even get the grab. Then at the spring grab, you can actually land on the skull platform so if you're not ready, it can mess your jump (or fall directly into the muncher).
The first shell trick at CP1 was very confusing as there are no indicators for intended method. In my original clear, I ended up doing a controlled forward shell drop and went under the blaster. I think the method I did this time around feels more intended. And then the CP2 nai trick also had no indicators so I wasn't sure what the intended trick was. Once again, I assume I did it correctly.
Last section was incredibly short. I opted to go for a midair to skip the final triple shell jump. Maybe I'm just a weird player and naturally gravitate towards jank timing/setups when I play a normal level. Certainly one of the easier Friday levels once you know what to do.
Clear time: 1 hrs 34 mins / 18 mins
Level Maker: ExplodingGold
Level code: supermariomakerbookmark.nintendo.net/courses/E375-0000-03C2-59B4

![Super Mario Maker - Euro Blind Race #68: Spectral Shells Mansion. #Race
May 5, 2018 (originally cleared on May 16, 2019)
https://supermariomakerbookmark.nintendo.net/courses/C3C8-0000-03A0-4242
Level Maker: [CH]☆Enzo.
Clear time: 20 mins
Interesting level. I ended up disregarding a few of the indicators because it wasnt working well for me. Most noteworthy was in the second section after you grab the spring. Intended by reading the indicators was double bonk the shell, drop spring on the ground, land on the spring and up to the platform. Or you could just bop the shell once and just do a spring jump and skip all the rest. I had about 3 nais dying on the last spike. Super Mario Maker - Euro Blind Race #68: Spectral Shells Mansion. #Race](https://i.ytimg.com/vi/Mat1ryftMbY/mqdefault.jpg)

![Super Mario Maker - Euro Blind Race #64: Phony Kapparoni Bologna [#race]
March 31, 2018 (originally cleared on May 13, 2019)
https://supermariomakerbookmark.nintendo.net/courses/74BC-0000-0398-128B
Level Maker: Salt Lake
Clear time: 23 mins
Not much to say about this one, your classic shell-chase with other things courtesy of Salt Lake. Super Mario Maker - Euro Blind Race #64: Phony Kapparoni Bologna [#race]](https://i.ytimg.com/vi/NaMUIjTsd7I/mqdefault.jpg)






