Uploaded September 2021 | Updated September 2026, 1 week ago
Spliced clear segments from the June 7, 2019 Hard Blind Race. Originally cleared on August 24, 2020. I initially tried this level out much earlier but quit after half an hour because the early shell throw kept getting killed by the falling muncher and I didn't understand what I was doing wrong. It turns out, I had to throw it with running speed, but also not run too fast chasing it or I will get an auto shelljump into the spikes.
This level was quite a change of pace from your typical shell jump kaizo. The main theme being racing the level with the big koopas. Aside from the earlier mentioned detail, the only other major thing to stump me in section one was the shell upthrow against the turn block. I didn't realize it was setup to be an auto shelljump and I kept trying to do spindrops. I had a few shell collisions at the end but there was a good amount of space to avoid it.
Section two, it was surprisingly the pow drop against the wall and the forced slow down on the iceblocks. The spinblock sequence was confusing at first as to what he wanted me to do but once I understood it was not complicated. I will note however, maybe I would have preferred the saw and spikes where you drop the pow to be a bit higher as I nearly jumped right into it as I was stopping myself from going into the munchers. Close call bois.
Final section had some minor jank, as in the first throw sometimes didn't activate the second koopa. Catching the falling koopa with the spring should be consistent with the timing of the p switch being activated but I imagine I just didn't have good consistency. Unfortunately, I had one terrible yattenai when I set myself launching into the final shell jump too far to the right and I slammed into the wall and couldn't make it into the keydoor gap.
This was a very good change of pace and a fun race level. Aside from maybe a double arrow near the beginning to let the player know to be running for the shell throw, I think this was pretty damn solid level.
Clear time: 1 hrs 57 mins
Level Maker: Hobo
Level code: supermariomakerbookmark.nintendo.net/courses/B25B-0000-03EB-78CD
Spliced clear segments from the June 7, 2019 Hard Blind Race. Originally cleared on August 24, 2020. I initially tried this level out much earlier but quit after half an hour because the early shell throw kept getting killed by the falling muncher and I didn't understand what I was doing wrong. It turns out, I had to throw it with running speed, but also not run too fast chasing it or I will get an auto shelljump into the spikes.
This level was quite a change of pace from your typical shell jump kaizo. The main theme being racing the level with the big koopas. Aside from the earlier mentioned detail, the only other major thing to stump me in section one was the shell upthrow against the turn block. I didn't realize it was setup to be an auto shelljump and I kept trying to do spindrops. I had a few shell collisions at the end but there was a good amount of space to avoid it.
Section two, it was surprisingly the pow drop against the wall and the forced slow down on the iceblocks. The spinblock sequence was confusing at first as to what he wanted me to do but once I understood it was not complicated. I will note however, maybe I would have preferred the saw and spikes where you drop the pow to be a bit higher as I nearly jumped right into it as I was stopping myself from going into the munchers. Close call bois.
Final section had some minor jank, as in the first throw sometimes didn't activate the second koopa. Catching the falling koopa with the spring should be consistent with the timing of the p switch being activated but I imagine I just didn't have good consistency. Unfortunately, I had one terrible yattenai when I set myself launching into the final shell jump too far to the right and I slammed into the wall and couldn't make it into the keydoor gap.
This was a very good change of pace and a fun race level. Aside from maybe a double arrow near the beginning to let the player know to be running for the shell throw, I think this was pretty damn solid level.
Clear time: 1 hrs 57 mins
Level Maker: Hobo
Level code: supermariomakerbookmark.nintendo.net/courses/B25B-0000-03EB-78CD




![Super Mario Maker - Hard Blind Kaizo Race #121: This BadBoy Can Fit So Much[BKR]
Spliced clear segments from the July 13, 2018 Hard Blind Race. This is the first of many re-recordings due to lost footage. Unfortunately, the first batch of levels I did had to be recorded for a 3rd time because I was using the wrong OBS scene and the timer was not visible. Original clear date unknown, re-cleared on stream took 19 mins, and finally off stream took 7 mins. This was done on October 11, 2021.
A classic shell chase type level from Salt Lake, this was definitely one of the easier Friday levels. I edited out the death after CP2 as I got pretty far in the attempt and it would have been repeated footage.
Pretty fun level as usual from Salt Lake.
Clear time: 37 mins / 19 mins / 7 mins
Level Maker: Salt Lake
Level code: https://supermariomakerbookmark.nintendo.net/courses/B2C0-0000-03AD-6627 Super Mario Maker - Hard Blind Kaizo Race #121: This BadBoy Can Fit So Much[BKR]](https://i.ytimg.com/vi/CAcea0pI9zU/mqdefault.jpg)



![[SMM1] Uncleared Levels Compilation 10 for [Team 0%]
The 0% team progress is insane, only 7 levels remaining as of this post. Im starting to think the Community will finish this challenge before I can clear the final BKR level...
In any case, a short video this time as I used the wrong encoding settings and I was unable to combine it with anything else without the video getting corrupted. These two levels were cleared in October of 2023.
0:00 Cheap trolls 2: Now with puzzles by Mii
7E61-0000-03D1-FCF6
Troll level, editor exposed what to avoid.
2:35 Cool Glitches And Features by Fluffy
79EA-0000-0376-4E67
More or less a showcase of fancy setups you can build, surprised it was still uncleared at the time. [SMM1] Uncleared Levels Compilation 10 for [Team 0%]](https://i.ytimg.com/vi/DJF22yodNk8/mqdefault.jpg)

