Uploaded May 2022 | Updated September 2026, 1 week ago
Spliced clear segments from the October 26, 2018 Hard Blind Race. New soup red coin tech level? Urgh. I don't fully understand new soup tech so feel free to correct me in the comments. Original clear date unknown, re-cleared on March 15, 2022.
First room was to maintain triple jump state while carrying/dropping pows. Hardest part was landing on the last pow to get into the pipe cuz ground pound cancel + my wii u gamepad = disaster.
Second room was very annoying. I thought you were meant to drop the shellmet late and when you initiate the third jump, the shellmet lands on you on the way up. I could never get it to work. I assumed the idea was stupid to "quickly" put the shellmet on then continue the jump sequence. It ended up working when I finally tried it so I can only assume that was the intended strat?
Third room I didn't understand. Did the saw bonk count as an extra jump or create a "phantom" jump where the next jump gained the triple jump state? I could hear Mario audio but not sure if that was a third jump or just a second (not a clear woo-hoo!). This level is all about triples and this room only had two visible jumps.
Fourth room was complete misery. I didn't fully understand the timing but you can maintain the triple jump state while shooting fire. It wasn't clear to me if you shoot before you land on the ground or as soon as you hit the ground and before you jump. In any case, I had a lot of issues shooting the last plant as the fire would not come out fast enough (stuck in triple jump animation) and I would go head first into the plant. I tried compensating by shooting early but then I would hit the muncher. The other option was to twirl to cancel the animation but with my dpad? No luck. Looked like my clear run, I got the fire out very late, so lucky.
Fifth room was interesting. The fake phantom jump. The idea here is to try and maintain looking left as much as possible to slow the boo from advancing. In the original clear, this room felt impossible. The saving spot for me was at the three goombas. I snuck a turnback in there and it was just barely enough boo stalling before getting launcher blocked.
Sixth room was my favourite. I was actually very happy to learn how to do this as it's a really cool trick/tech. Doing a back and forth triple jump in a confined space. There's something about using the bottom corner walls, I didn't understand but it looks great when it works.
Last room was dumb. Mini triple jump? No clue, I just spammed jump and if it didn't work, spam a different timing. Eventually worked, but I don't really care for this trick.
And of course the optional true end had to be the stupid fire wall climb. Yes I failed it and nearly ran out the entire timer so excuse the ugly transition where I cut out like 6 minutes of it. I successfully pulled it off three days later in coursebot when my hands weren't hurting anymore. The Legend Emilia commented that if your hands hurt while doing new soup tech, you're doing it wrong. She's absolutely correct about me doing it wrong, but at this stage I see no point in trying to fix it. I have no issues accepting that I'm just not any good at new soup. But, say hi to Hoagie as I guess this level was dedicated to him? Another Legend right there.
Clear time: 2 hrs 54 mins / 1 hr 22 mins
Level Maker: Fat Tony
Level code: supermariomakerbookmark.nintendo.net/courses/CD19-0000-03C3-868B
Spliced clear segments from the October 26, 2018 Hard Blind Race. New soup red coin tech level? Urgh. I don't fully understand new soup tech so feel free to correct me in the comments. Original clear date unknown, re-cleared on March 15, 2022.
First room was to maintain triple jump state while carrying/dropping pows. Hardest part was landing on the last pow to get into the pipe cuz ground pound cancel + my wii u gamepad = disaster.
Second room was very annoying. I thought you were meant to drop the shellmet late and when you initiate the third jump, the shellmet lands on you on the way up. I could never get it to work. I assumed the idea was stupid to "quickly" put the shellmet on then continue the jump sequence. It ended up working when I finally tried it so I can only assume that was the intended strat?
Third room I didn't understand. Did the saw bonk count as an extra jump or create a "phantom" jump where the next jump gained the triple jump state? I could hear Mario audio but not sure if that was a third jump or just a second (not a clear woo-hoo!). This level is all about triples and this room only had two visible jumps.
Fourth room was complete misery. I didn't fully understand the timing but you can maintain the triple jump state while shooting fire. It wasn't clear to me if you shoot before you land on the ground or as soon as you hit the ground and before you jump. In any case, I had a lot of issues shooting the last plant as the fire would not come out fast enough (stuck in triple jump animation) and I would go head first into the plant. I tried compensating by shooting early but then I would hit the muncher. The other option was to twirl to cancel the animation but with my dpad? No luck. Looked like my clear run, I got the fire out very late, so lucky.
Fifth room was interesting. The fake phantom jump. The idea here is to try and maintain looking left as much as possible to slow the boo from advancing. In the original clear, this room felt impossible. The saving spot for me was at the three goombas. I snuck a turnback in there and it was just barely enough boo stalling before getting launcher blocked.
Sixth room was my favourite. I was actually very happy to learn how to do this as it's a really cool trick/tech. Doing a back and forth triple jump in a confined space. There's something about using the bottom corner walls, I didn't understand but it looks great when it works.
Last room was dumb. Mini triple jump? No clue, I just spammed jump and if it didn't work, spam a different timing. Eventually worked, but I don't really care for this trick.
And of course the optional true end had to be the stupid fire wall climb. Yes I failed it and nearly ran out the entire timer so excuse the ugly transition where I cut out like 6 minutes of it. I successfully pulled it off three days later in coursebot when my hands weren't hurting anymore. The Legend Emilia commented that if your hands hurt while doing new soup tech, you're doing it wrong. She's absolutely correct about me doing it wrong, but at this stage I see no point in trying to fix it. I have no issues accepting that I'm just not any good at new soup. But, say hi to Hoagie as I guess this level was dedicated to him? Another Legend right there.
Clear time: 2 hrs 54 mins / 1 hr 22 mins
Level Maker: Fat Tony
Level code: supermariomakerbookmark.nintendo.net/courses/CD19-0000-03C3-868B




![[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)





