Uploaded September 2021 | Updated September 2026, 2 weeks ago
Spliced clear segments from the December 28, 2018 Hard Blind Race. Originally cleared on August 16, 2020. We're slowly winding down the rest of the clear footage that was saved locally. This one I did not enjoy due to certain tricks.
I originally had to quit this level because of the section where it included, surprise surprise, jumping off the thrown pow against the sideways spring. It slows your forward momentum so you have to crank hard on right, but the immediate trick after you have to kill your forward momentum or the shell upthrow will miss or screw up the bonk shelljump after. It was incredibly frustrating.
Section two was maybe the better ones for me. One big issue I had was after the Yoshi ditch, the shell at the very top you can often completely miss the grab depending on the shelljump heights you get. The final boss aka the shell reclaim took the most time. Only a few nais if I managed to kick the little guy to the right. The final trick sequence was Pog.
Last section had some screen scroll jank. Sometimes the third muncher would not die from the pow because it's slightly off screen. The shelljump you get with the shellmet after the spring sometimes doesn't give you enough height to get over the p switch. I was suuuuuuper lucky to not get any yattenais. The block you hit that launches the final spring is offscreen so it was difficult to even know what to do there other than just go where the coin is.
Honestly not a bad level at all, just the tricks happen to be the ones I despise so much. It is what it is.
Clear time: 6 hrs 25 mins
Level Maker: Zeno
Level code: supermariomakerbookmark.nintendo.net/courses/7ABD-0000-03CE-67B9
Spliced clear segments from the December 28, 2018 Hard Blind Race. Originally cleared on August 16, 2020. We're slowly winding down the rest of the clear footage that was saved locally. This one I did not enjoy due to certain tricks.
I originally had to quit this level because of the section where it included, surprise surprise, jumping off the thrown pow against the sideways spring. It slows your forward momentum so you have to crank hard on right, but the immediate trick after you have to kill your forward momentum or the shell upthrow will miss or screw up the bonk shelljump after. It was incredibly frustrating.
Section two was maybe the better ones for me. One big issue I had was after the Yoshi ditch, the shell at the very top you can often completely miss the grab depending on the shelljump heights you get. The final boss aka the shell reclaim took the most time. Only a few nais if I managed to kick the little guy to the right. The final trick sequence was Pog.
Last section had some screen scroll jank. Sometimes the third muncher would not die from the pow because it's slightly off screen. The shelljump you get with the shellmet after the spring sometimes doesn't give you enough height to get over the p switch. I was suuuuuuper lucky to not get any yattenais. The block you hit that launches the final spring is offscreen so it was difficult to even know what to do there other than just go where the coin is.
Honestly not a bad level at all, just the tricks happen to be the ones I despise so much. It is what it is.
Clear time: 6 hrs 25 mins
Level Maker: Zeno
Level code: supermariomakerbookmark.nintendo.net/courses/7ABD-0000-03CE-67B9






![Super Mario Maker - Hard Blind Kaizo Race #103: [Race] Arbitrary Abyss
Spliced clear segments from the March 9, 2018 Hard Blind Race. Originally cleared on September 4, 2019. I ran out of resin in Genshin so sneaking in a video edit. Clearly was tired as I messed up the footage slightly at Cp1 respawn but nothing lost.
Watching this ancient footage, I couldnt believe how many times I messed up the turnblock upthrow spring jump to shelljump by throwing the shell too early. Maybe I was 5Head getting practice for Maker 2 timing Kappa. Shelldrop after pipe was troublesome, and my piss poor timing sometimes led missing the question mark block or even worse, missing the bomb bonk. Surprisingly, my first successful attempt at bomb drop had no cp nais.
Cp1, oh noes, the dreaded cape. I HATED the spinning turnblock section. Yes, I suck with the cape and bad = mad. The number of times I spun the block by accident was annoying. Better yet, my pathetic skills at cape cancelling and kicking the second shell after the spinning shell jump. I had about 11 pipeTip nais, embarrassing. I assume I was probably peeved about an uno mas bomb flick after a section that took me so long. No cp2 nais however.
Last section was the easiest. Im not sure if you had to wait for the beetle to wake up, you probably were meant to reclaim but it was safer for me. No nais after getting in the keydoor the first time. This was a really good level but I was probably too frustrated at the time to properly acknowledge it some years ago when first playing it. Not your typical Canadian level design.
Clear time: 1 hrs 28 mins
Level Maker: ♪☆Doodle☆♪
Level code: https://supermariomakerbookmark.nintendo.net/courses/8396-0000-0391-F5F9 Super Mario Maker - Hard Blind Kaizo Race #103: [Race] Arbitrary Abyss](https://i.ytimg.com/vi/yplIrd-8ykg/mqdefault.jpg)



