Uploaded August 2021 | Updated September 2026, 1 week ago
CHEESE, GLORIOUS CHEESE! You can't spell a Pete level without cheese...
Spliced clear segments from the May 24, 2019 Hard Blind Race. Originally cleared on August 24, 2020. Original playthrough footage was lost but luckily I still had the completion. I stopped playing the first time because the thwomp trick did not make sense to me. I eventually figured it out in editor.
Screw the shell jump against a sideways spring. It didn't go where I wanted it far too many times, so I did something else. Also, I removed the death at cp1 since it contained repeated footage. And thus, the cape begins. After the pipe is where the headache came. What you are supposed to do here is float with the shell, upthrow against the question mark block to launch the second shell. Catch the first shell, shell jump and catch the launched shell, and then do a reclaim near the top so the shell hits the pow and you can swing at the falling launcher.
Why was this annoying? Pete filled the ENTIRE lower area with hidden kaizo blocks. This prevents you from doing the cape twirl when re-pressing run/hold after the first upthrow since you would activate all the blocks. Cape experts can do the re-press without activating the cape twirl. I need that twirl because the timing to cancel the twirl animation is annoying and I wanted some leniency. Pete wasn't willing to budge so I had other ideas...
After the launcher and you get in the door, this part was also annoying because you essentially have to go right away due to the flying beetle already spawning. If you go late, there is a super high chance the green shell will collide with the beetle. Once again, the re-press will ruin the sequence as the twirl will hit the shell away so I did a forward bonk. Also, the stupid door is not above the ground so you can re-enter by mistake and it's not a reset door.
The next floating sequence, I did things slightly out of order again utilizing the forward bonk to avoid the regrab. I don't know if the idea was to drop the spring into the lava and jump off it before it sinks or do an instant spring drop in the air but there were plenty of munchers to drop it on. Finally, I skipped the last semi precision flight through spikes by... just running over the screen. To cap off the cheese bonanza, I took extra liberty for the True Ending. Good stuff Pete, good stuff.
Clear time: 3 hrs
Level Maker: Pete
Level code: supermariomakerbookmark.nintendo.net/courses/28B1-0000-03E8-FE6D
CHEESE, GLORIOUS CHEESE! You can't spell a Pete level without cheese...
Spliced clear segments from the May 24, 2019 Hard Blind Race. Originally cleared on August 24, 2020. Original playthrough footage was lost but luckily I still had the completion. I stopped playing the first time because the thwomp trick did not make sense to me. I eventually figured it out in editor.
Screw the shell jump against a sideways spring. It didn't go where I wanted it far too many times, so I did something else. Also, I removed the death at cp1 since it contained repeated footage. And thus, the cape begins. After the pipe is where the headache came. What you are supposed to do here is float with the shell, upthrow against the question mark block to launch the second shell. Catch the first shell, shell jump and catch the launched shell, and then do a reclaim near the top so the shell hits the pow and you can swing at the falling launcher.
Why was this annoying? Pete filled the ENTIRE lower area with hidden kaizo blocks. This prevents you from doing the cape twirl when re-pressing run/hold after the first upthrow since you would activate all the blocks. Cape experts can do the re-press without activating the cape twirl. I need that twirl because the timing to cancel the twirl animation is annoying and I wanted some leniency. Pete wasn't willing to budge so I had other ideas...
After the launcher and you get in the door, this part was also annoying because you essentially have to go right away due to the flying beetle already spawning. If you go late, there is a super high chance the green shell will collide with the beetle. Once again, the re-press will ruin the sequence as the twirl will hit the shell away so I did a forward bonk. Also, the stupid door is not above the ground so you can re-enter by mistake and it's not a reset door.
The next floating sequence, I did things slightly out of order again utilizing the forward bonk to avoid the regrab. I don't know if the idea was to drop the spring into the lava and jump off it before it sinks or do an instant spring drop in the air but there were plenty of munchers to drop it on. Finally, I skipped the last semi precision flight through spikes by... just running over the screen. To cap off the cheese bonanza, I took extra liberty for the True Ending. Good stuff Pete, good stuff.
Clear time: 3 hrs
Level Maker: Pete
Level code: supermariomakerbookmark.nintendo.net/courses/28B1-0000-03E8-FE6D

![[SMM1] Uncleared Levels Compilation 8 for [Team 0%]
Were under 400 levels remaining as of this post, although the levels featured today were cleared back in November and December of 2023. We have such amazing players helping the cause, its amazing seeing LilKirbs and Aurateur getting in the mix too. Sadly, my skill issue prevents clearing levels they can, but I can contribute to the cause with a Conan shell survival collection, plus a random because its similar. Mixed some hacked Geistbeck clears as well. It may be boring, it may be tedious, but its my type of level.
10 Sec Tech: Shell Struggling by ★JIMMIE★
77CE-0000-02ED-CD82
Annoying bouncing off the falling spring and missing the gap to the door.
紳士大干一分鐘,掘地求昇 (by ケンタッキー) by えんちゃん
070A-0000-03AB-15A8
Before I remembered Conan posted clear vids on YT, I had no idea what the intended trick was as every shell jump variation didnt work. Randomly tried a reclaim and realized the one way setup made this lineup automatic.
紳士大干不了一分鐘了,二龍戲猪 (by きちくたい ゆう) by えんちゃん 2#
9CA7-0000-0361-D1B8
Three nais going for the star, included the closest near miss. Tricky not having hands but there is some leeway to fix your timing if you do mess up a bit.
紳士大干一分鐘,二龍戲猪(by きちくたい ゆう) by えんちゃん
F092-0000-0365-E317
Longer version of the previous level. I guess Conan moved the star to an easier location because of how easy it is to miss? Sadly, I didnt get the clear on the attempt I screwed up the timing so bad and was able to recover twice.
紳士大干不了一分鐘了1upx∞(by ykzl) by えんちゃん 2#
6D26-0000-0343-DD1B
Shoutout to gravityrad for teaching me this trick. If you can line it up right, its automatic so long as you ground pound at the right time while always holding jump. I am surprised he didnt force you to take the shell with you in the door to throw at a blocked pow or something.
紳士大干不了一分鐘了,殼 by えんちゃん 2#
2FAB-0000-0356-87AE
Same thing as the first level in the compilation but no throwing to the left or you risk collecting the coin. Funny lore about this is that I was gonna go for the clear on the longer version of this level but local wiggler enthusiast BSwizzle asked me not to so he could clear it using some one frame trick cheese bouncing off the noteblock and skipping shelljumps. He stalled too long and someone else sniped him for the clear. DESERVED.
Nah, we love the Swizz here. [SMM1] Uncleared Levels Compilation 8 for [Team 0%]](https://i.ytimg.com/vi/fZxRjyDZfXE/mqdefault.jpg)


![[SMM1] dum TAS jumps [worst level ever] by Pete
Clearing a hacked clear by friend of Team 0%, Geistbeck. A classic boot wall clip lap level, which I have done before previously but with a star so this version is much harder. Its easier to visualize whats going on if you remove a block off the wall and you try and jump into that empty space with the bottom corner of the boot on top of the block (since it can stick inside the wall), you can use it as ground to jump off. Were aiming for that spot in between the two tiles.
I would assume Pete designed the background aesthetics to be used as visual cues as thats what I did. Only the opening segment was a bit different and I used left of the start arrow and right side of the door for the jump. I also only did controlled jumps, and most of my fails were from jumping too high. There was no need to use a finger to constantly hold trigger/bumper for max height jumping after the clip, its very easy to get the jump once you have the clip.
Also, cool a music copyright claim. Havent got one of those in well over a year now.
F435-0000-03DB-76C7 [SMM1] dum TAS jumps [worst level ever] by Pete](https://i.ytimg.com/vi/fsWfBANiT9M/mqdefault.jpg)
![Genshin Impact - Divine Ingenuity Custom Domain: Spike Wind Tunnel
Domain ID: 17801288703 [Expires March 21, 2022]
Toxic Mario Maker Player creates a level in Genshin Impact. Feel free to pause video if you dont want spoilers for the easy strat (I dont actually expect anyone to play this).
Genshin Impact is my guilty pleasure which is no surprise to anyone who drops by my rare stream. I currently do not plan to stream or upload much content for this game as I find it more enjoyable just to play for fun on my own time.
Similar to a precision speedrun with a coin clear condition (as well as take no damage). Floor periodically activates spikes with wind constantly pushing you back so youll need to use your stamina wisely. The hitbox for the spike floor is much more lenient than Maker 2 spikes from what I have seen. The one annoying thing that happens is even if you are hugging a wall, the wind can occasionally push you diagonal and into the spike.
Spoiler: Safest wait zones are in the area inbetween the spike tiles against the wall.
And yes, I shamelessly liked my own creation.
Im deep into catching up with Maker 1 BKR levels so I am not accepting random Genshin domain level requests, however if one of my friends wants to challenge me I am not completely opposed to try their level. Genshin Impact - Divine Ingenuity Custom Domain: Spike Wind Tunnel](https://i.ytimg.com/vi/gJKAecuozyM/mqdefault.jpg)




