Super Mario Maker - Hard Blind Kaizo Race #136: Seven Tight Triples #Race @Budoko
Super Mario Maker - Hard Blind Kaizo Race #136: Seven Tight Triples #Race  @Budoko
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
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Super Mario Maker - Hard Blind Kaizo Race #136: Seven Tight Triples #Race

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