Uploaded August 2020 | Updated September 2026, 1 week ago
Spliced clear segments from the January 26, 2018 Hard Blind Race. Originally played on March 8, 2019 but forced to skip, and redemption cleared on August 16, 2020! Holy smokes, a recent clear actually being uploaded!
You know something is up when the level maker himself apologizes to you before hand. I delayed playing this level originally because I knew it would be a grind fest and sure as heck it was. You can see the original virgin playthrough attempts (unglorious 720p aka old recording settings) at the following link where I only managed to collect 4 coins and gave up.
youtu.be/wq881Ci6YOs
New soup tech is where I am especially weak at. I did a lot of practice in editor and didn't attempt this level again until I managed to get each section once with the exception of the fire wall climb which I NEVER got even once. To offset the incoming pain on the hands, I actually played some of the rooms with the pro controller as the grip position takes less a toll. For future reference, redemption levels are no longer blind and I have seen it via the editor as we're just trying to clear the damn thing at this point.
Spring precision room. I didn't understand this at first but then I would always not get enough height on the final ground pound to the cloud. Cleared with the Pro Controller.
Mushroom one way gate bypassing. I didn't understand this tech at all until DrCliche explained it. Easy room to do once you know what to do. There's no side hints or indicators so this one was kind of silly. It's something like while you start in a crouch, you can bypass one ways after a wall jump and land standing. Cleared with Gamepad.
Triple jump spring carry. This one was interesting. I heard a lot of people struggled to do this trick. For some weird reason, I got this one pretty easily. It seems like the timing isn't too harsh either and the drop indicators are pretty accurate. Cleared with Gamepad.
Yoshi pow bounce door entry. If you watched the original footage, you can see how I interpreted the provided clue at the top. The pow bounces on Yoshi's back. Okay, let's drop the pow on Yoshi. No bounce and it just pushes. Okay, let's drop pow on Mario's head and lead it to Yoshi. Sort of works but really tedious. Nowhere does it tell you that you can just throw the damn thing at Yoshi and the pow bounces. Super easy room and resetable but the clue/hint was not intuitive. Cleared with Gamepad.
Precision hitblock one tile ground pound. Really, the only hard part is getting on the block without dying from the enemy hitbox. I loved that MegaScott's method was pause buffering. I couldn't beat this originally but got better results this time around with the Pro Controller and doing very minor direction taps after the ducking twirl. Cleared with Pro Controller.
Single one-sided wall jump via wall clip. I didn't really practice this one at all as I figured I would eventually get it again. It really boils down to the timing of the twirls. And you know how bad I am at that. Cleared with Gamepad.
One-sided fire flower wall climb via a wall of pows. Here we go. The stupid room that wasted so much of my energy. Just to be clear, people who are well versed in new soup tech and fire flower wall climbing in particular will probably find no issue with this setup. The reason why I struggled so hard is because I taught myself to do this trick by essentially always holding run and jump buttons, even when against the wall. I couldn't do that this time as holding run too close to the wall would grab the pow. Muscle memory was too strong so after doing the twirls after the fire cancel, I would still be holding both buttons as I twirled back toward the pow wall and bad things happened. Bad things happened for several, several hours. We eventually got it when I adopted kind of like a flick from the jump button to the the run button (wall jump and immediately fire cancel). Delayed the first twirl slightly and precisely timed letting go of both run and jump just before the second twirl. It was a really tough rhythm to keep as so many times I got to the final or 2nd last pow and ended up grabbing it. Cleared with the Pro Controller.
Yes I saw the block at the end over the flag but after 11 hrs, I wasn't gonna risk the key death just for a potential true ending. I wanted out, and out I went.
Some of the rooms weren't bad but at times without a coach, they made no sense for someone who isn't already familiar with the tech. But we finally did it, making this officially the current 2nd longest race level for a clear. Our good friend LaurenCLM still holds that record. As of this upload, only 12 race levels remain standing in our way for Maker 2.
Maker 2, 2021 possible?!
Clear time: 11 hrs 7 mins (includes around 5 hrs of editor practice)
Level Maker: Brunastico
Level code: supermariomakerbookmark.nintendo.net/courses/5D77-0000-0387-2C11
Spliced clear segments from the January 26, 2018 Hard Blind Race. Originally played on March 8, 2019 but forced to skip, and redemption cleared on August 16, 2020! Holy smokes, a recent clear actually being uploaded!
You know something is up when the level maker himself apologizes to you before hand. I delayed playing this level originally because I knew it would be a grind fest and sure as heck it was. You can see the original virgin playthrough attempts (unglorious 720p aka old recording settings) at the following link where I only managed to collect 4 coins and gave up.
youtu.be/wq881Ci6YOs
New soup tech is where I am especially weak at. I did a lot of practice in editor and didn't attempt this level again until I managed to get each section once with the exception of the fire wall climb which I NEVER got even once. To offset the incoming pain on the hands, I actually played some of the rooms with the pro controller as the grip position takes less a toll. For future reference, redemption levels are no longer blind and I have seen it via the editor as we're just trying to clear the damn thing at this point.
Spring precision room. I didn't understand this at first but then I would always not get enough height on the final ground pound to the cloud. Cleared with the Pro Controller.
Mushroom one way gate bypassing. I didn't understand this tech at all until DrCliche explained it. Easy room to do once you know what to do. There's no side hints or indicators so this one was kind of silly. It's something like while you start in a crouch, you can bypass one ways after a wall jump and land standing. Cleared with Gamepad.
Triple jump spring carry. This one was interesting. I heard a lot of people struggled to do this trick. For some weird reason, I got this one pretty easily. It seems like the timing isn't too harsh either and the drop indicators are pretty accurate. Cleared with Gamepad.
Yoshi pow bounce door entry. If you watched the original footage, you can see how I interpreted the provided clue at the top. The pow bounces on Yoshi's back. Okay, let's drop the pow on Yoshi. No bounce and it just pushes. Okay, let's drop pow on Mario's head and lead it to Yoshi. Sort of works but really tedious. Nowhere does it tell you that you can just throw the damn thing at Yoshi and the pow bounces. Super easy room and resetable but the clue/hint was not intuitive. Cleared with Gamepad.
Precision hitblock one tile ground pound. Really, the only hard part is getting on the block without dying from the enemy hitbox. I loved that MegaScott's method was pause buffering. I couldn't beat this originally but got better results this time around with the Pro Controller and doing very minor direction taps after the ducking twirl. Cleared with Pro Controller.
Single one-sided wall jump via wall clip. I didn't really practice this one at all as I figured I would eventually get it again. It really boils down to the timing of the twirls. And you know how bad I am at that. Cleared with Gamepad.
One-sided fire flower wall climb via a wall of pows. Here we go. The stupid room that wasted so much of my energy. Just to be clear, people who are well versed in new soup tech and fire flower wall climbing in particular will probably find no issue with this setup. The reason why I struggled so hard is because I taught myself to do this trick by essentially always holding run and jump buttons, even when against the wall. I couldn't do that this time as holding run too close to the wall would grab the pow. Muscle memory was too strong so after doing the twirls after the fire cancel, I would still be holding both buttons as I twirled back toward the pow wall and bad things happened. Bad things happened for several, several hours. We eventually got it when I adopted kind of like a flick from the jump button to the the run button (wall jump and immediately fire cancel). Delayed the first twirl slightly and precisely timed letting go of both run and jump just before the second twirl. It was a really tough rhythm to keep as so many times I got to the final or 2nd last pow and ended up grabbing it. Cleared with the Pro Controller.
Yes I saw the block at the end over the flag but after 11 hrs, I wasn't gonna risk the key death just for a potential true ending. I wanted out, and out I went.
Some of the rooms weren't bad but at times without a coach, they made no sense for someone who isn't already familiar with the tech. But we finally did it, making this officially the current 2nd longest race level for a clear. Our good friend LaurenCLM still holds that record. As of this upload, only 12 race levels remain standing in our way for Maker 2.
Maker 2, 2021 possible?!
Clear time: 11 hrs 7 mins (includes around 5 hrs of editor practice)
Level Maker: Brunastico
Level code: supermariomakerbookmark.nintendo.net/courses/5D77-0000-0387-2C11


![[SMM1] Budokos Bouncy Boothouse (Race) by Cloondog
Someone actually made a tribute level thats NOT a precision level. Im looking at you Cliche and Anto. Apparently this level was for a TKR race which naturally I did not participate in. Treated it like a BKR and played it blind and played bad as usual. We had to sneak in one more Clooj level on the channel.
Speaking of which, Il probably have to upload more Maker 1 team 0% stuff as Im running out of HD space...
7504-0000-035E-6A19 [SMM1] Budokos Bouncy Boothouse (Race) by Cloondog](https://i.ytimg.com/vi/5f7DreUYxKk/mqdefault.jpg)


![Super Mario Maker - Euro Blind Race #67: [BKR] Theres Tricks And Stuff
April 21, 2018 (originally cleared on May 15. 2019)
https://supermariomakerbookmark.nintendo.net/courses/FD1D-0000-039D-48C2
Level Maker: PlayFace
Clear time: 41 mins
Got recked by team #kickingleft. I was super happy with how quickly I got through the 2nd section. Got the rare first try after the pipe. And yes, I died twice at the goal trying for the bonus.
Just a solid, well built, easy to understand level. Super Mario Maker - Euro Blind Race #67: [BKR] Theres Tricks And Stuff](https://i.ytimg.com/vi/6E2t9cDeWtY/mqdefault.jpg)
![Super Mario Maker - Blind Kaizo Race #159: [SNM][RACE] ♪Surfin in Heaven♪
The March 16, 2019 blind kaizo race was brought to you by MakerDavid! Original clear date unknown (17 mins) but re-cleared on January 23, 2022 (18 mins). This was a cheetah speed scroller/music level. I dont know this song but perhaps you do. Not really my cup of tea and the boss fight was whatever but Ill respect the time put in for the music.
https://supermariomakerbookmark.nintendo.net/courses/811C-0000-03DD-A0F8 Super Mario Maker - Blind Kaizo Race #159: [SNM][RACE] ♪Surfin in Heaven♪](https://i.ytimg.com/vi/7hOy_QGb6RI/mqdefault.jpg)



