Uploaded May 2022 | Updated September 2026, 1 week ago
Spliced clear segments from the March 8, 2019 Hard Blind Race. Original clear date unknown, re-cleared on March 14, 2022.
Strange level. Got stuck on the bomb surf jank similar to LPK where the bomb would explode before getting the last bounce. Technically not jank if you know the exact momentum and button holds. Also I was an idiot and missed the turnblock several times during the spring bounces.
Second section, I kept getting shell collision on the fast turn back but we all know I was just doing it wrong (in the original run). Also, why a boo ring in the kaizo block? No fast death...
The boss fight was not a bad concept but I wasn't fond of the koopas not spawning for being offscreen (dying to the pow was expected) so you have to do a back and forth just for the spawn and to avoid the firebar. I'm ridiculously bad at midair spin drops so I found the backup strat to make it easier. Not sure what the spike after the keydoor is there for since you can't access this area without getting through the keydoor and there is nothing blocking the pipe which just leads to the axe.
Clear time: 1 hr / 43 mins
Level Maker: ☆Oskar☆
Level code: supermariomakerbookmark.nintendo.net/courses/B8ED-0000-03DC-0FD4
Spliced clear segments from the March 8, 2019 Hard Blind Race. Original clear date unknown, re-cleared on March 14, 2022.
Strange level. Got stuck on the bomb surf jank similar to LPK where the bomb would explode before getting the last bounce. Technically not jank if you know the exact momentum and button holds. Also I was an idiot and missed the turnblock several times during the spring bounces.
Second section, I kept getting shell collision on the fast turn back but we all know I was just doing it wrong (in the original run). Also, why a boo ring in the kaizo block? No fast death...
The boss fight was not a bad concept but I wasn't fond of the koopas not spawning for being offscreen (dying to the pow was expected) so you have to do a back and forth just for the spawn and to avoid the firebar. I'm ridiculously bad at midair spin drops so I found the backup strat to make it easier. Not sure what the spike after the keydoor is there for since you can't access this area without getting through the keydoor and there is nothing blocking the pipe which just leads to the axe.
Clear time: 1 hr / 43 mins
Level Maker: ☆Oskar☆
Level code: supermariomakerbookmark.nintendo.net/courses/B8ED-0000-03DC-0FD4


![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)





