Uploaded May 2022 | Updated September 2026, 2 weeks ago
Spliced clear segments from the November 23, 2018 Hard Blind Race. Original clear date unknown, re-cleared on March 17, 2022. Let's all take a moment as this is the last time we will see a Morg race level. A red coin one as expected.
First room was constant shell/bomb collision because I kept trying to throw at the indicator. I realized later that you just throw early so the shell is more under you to avoid that. Indicator could have been moved down one but it can't overlap the other one. You just have to know.
Second room final trick was super annoying, I decided to skip it altogether. Breaking the turnblock into an immediate spindrop just didn't work for me so I used the alt strat of damage boosting. Keeping the mushroom is not necessary which allowed this slight cheese.
Third room, I think you are meant to jump, throw bomb up late, regrab bomb as it's falling and throw it at the pow, bounce off mole and grab falling spring then do a drop as you're going up. Yeah screw that. Alt strat baby! Only tricky part is avoiding the spikes and not dropping the spring to the left.
Fourth room was a pain because of the Yoshi catch timing. Way too often I would get the catch but not good momentum and I would just hit the boo. After that, the Yoshi spring spit timing was difficult (I hold Y and use X to spit).
Fifth room was the fireflower. The actual tricks are not too difficult but god damn the spring jank. Many many many runs were killed from the spring upthrow getting stuck at the sideways spring. Not really a level fault but Maker physics. I also lost many runs from bumping into the giant plant at the end. Kind of wished it was moved over one but oh well.
Sixth room was very confusing. The track indicator as well as the "preview" boxes to tell you the order to jump on at least did help. The last part of the setup was also confusing as you have to activate both pows without losing your shellmet. It's so weird as I watched it back in slowmo and the sound effect for equipping the shellmet came way before it was even on Mario's head.
Final room was the dreaded cape float section. There is some jank here in that sometimes when you cape swipe the ? block, that sideways spring falls for some reason and knocks the beetle to the right so you can't grab it. As for the final sequence, what??? Is it intended to hit the turnblock to make the launcher fall? I ended up not using it so it made no sense. I know you can do the final sequence in different order and still get a good result. Anyways, shoutout to SCBlast who was in chat when I played this and helped with my cape technique as a lot of deaths were from my cape swiping after the shelljump and not grabbing the falling spring because of it.
I tried and missed the "true ending". Let that be my final salute to Morg. I tried your levels, and I successfully failed. Very fitting way to go out on.
Clear time: 2 hr 58 mins / 2 hr 9 mins
Level Maker: Morg
Level code: supermariomakerbookmark.nintendo.net/courses/F8F6-0000-03C8-918D
Spliced clear segments from the November 23, 2018 Hard Blind Race. Original clear date unknown, re-cleared on March 17, 2022. Let's all take a moment as this is the last time we will see a Morg race level. A red coin one as expected.
First room was constant shell/bomb collision because I kept trying to throw at the indicator. I realized later that you just throw early so the shell is more under you to avoid that. Indicator could have been moved down one but it can't overlap the other one. You just have to know.
Second room final trick was super annoying, I decided to skip it altogether. Breaking the turnblock into an immediate spindrop just didn't work for me so I used the alt strat of damage boosting. Keeping the mushroom is not necessary which allowed this slight cheese.
Third room, I think you are meant to jump, throw bomb up late, regrab bomb as it's falling and throw it at the pow, bounce off mole and grab falling spring then do a drop as you're going up. Yeah screw that. Alt strat baby! Only tricky part is avoiding the spikes and not dropping the spring to the left.
Fourth room was a pain because of the Yoshi catch timing. Way too often I would get the catch but not good momentum and I would just hit the boo. After that, the Yoshi spring spit timing was difficult (I hold Y and use X to spit).
Fifth room was the fireflower. The actual tricks are not too difficult but god damn the spring jank. Many many many runs were killed from the spring upthrow getting stuck at the sideways spring. Not really a level fault but Maker physics. I also lost many runs from bumping into the giant plant at the end. Kind of wished it was moved over one but oh well.
Sixth room was very confusing. The track indicator as well as the "preview" boxes to tell you the order to jump on at least did help. The last part of the setup was also confusing as you have to activate both pows without losing your shellmet. It's so weird as I watched it back in slowmo and the sound effect for equipping the shellmet came way before it was even on Mario's head.
Final room was the dreaded cape float section. There is some jank here in that sometimes when you cape swipe the ? block, that sideways spring falls for some reason and knocks the beetle to the right so you can't grab it. As for the final sequence, what??? Is it intended to hit the turnblock to make the launcher fall? I ended up not using it so it made no sense. I know you can do the final sequence in different order and still get a good result. Anyways, shoutout to SCBlast who was in chat when I played this and helped with my cape technique as a lot of deaths were from my cape swiping after the shelljump and not grabbing the falling spring because of it.
I tried and missed the "true ending". Let that be my final salute to Morg. I tried your levels, and I successfully failed. Very fitting way to go out on.
Clear time: 2 hr 58 mins / 2 hr 9 mins
Level Maker: Morg
Level code: supermariomakerbookmark.nintendo.net/courses/F8F6-0000-03C8-918D


