Uploaded December 2020 | Updated September 2026, 2 weeks ago
First, shut up Brak. Second, I'm quite sure this is not Phoenix Cade's alt account (CLICKBAIT). In any case, I wasn't in the mood for starting up another race level grind but instead peeked at the SMM 2016 Uncleared levels google doc to grind out a 0% level.
Oh boy, let's just say, 2016 kaizo design is quite annoying. The real difficulty of this level is not the tricks, but the sheer amount of hidden kaizos that make the jumps more strict. They aren't visible in the clear video as I hit none of them of course.
The spin jump to the piranha, you have to jump early to avoid at least 2 blocks there. There are blocks where you ditch Yoshi but these ones aren't too bad. Bomb surf section is annoying because of the bomb being on the track. You have to kick the bomb left at the end or you will bonk another block, while avoiding one on your third spin at the top left.
Pretty sure the one way gate stand was cheese and the creator intended you to time the bounces to avoid the explosion. Bumpers were super annoying until I found a consistent method of standing on the right side of the spiny top where if I did bump, it merely knocks me to the left side instead of into the lava.
First conveyor jump with Yoshi has many blocks preventing an early jump. And here is the single most annoying part of the level. After the Yoshi ditch and going to grab the shelmet, by virtue of jank timing, you will often just kick the shell instead of grabbing it. Add the obnoxious kaizo blocks that force you to make a super late jump before running into the saws. There is also another kaizo block on the long distance shelljump if you hug the right wall.
I think these are old p switches as I one shot the trick the first time getting there. In any case, I did like this level, but couldn't star it due to the annoying kaizo blocks. But hey, good luck to Team 0% on finishing the rest of 2016, I ended up clearing 14 levels for you carlMoney
supermariomakerbookmark.nintendo.net/courses/9787-0000-019D-3951
First, shut up Brak. Second, I'm quite sure this is not Phoenix Cade's alt account (CLICKBAIT). In any case, I wasn't in the mood for starting up another race level grind but instead peeked at the SMM 2016 Uncleared levels google doc to grind out a 0% level.
Oh boy, let's just say, 2016 kaizo design is quite annoying. The real difficulty of this level is not the tricks, but the sheer amount of hidden kaizos that make the jumps more strict. They aren't visible in the clear video as I hit none of them of course.
The spin jump to the piranha, you have to jump early to avoid at least 2 blocks there. There are blocks where you ditch Yoshi but these ones aren't too bad. Bomb surf section is annoying because of the bomb being on the track. You have to kick the bomb left at the end or you will bonk another block, while avoiding one on your third spin at the top left.
Pretty sure the one way gate stand was cheese and the creator intended you to time the bounces to avoid the explosion. Bumpers were super annoying until I found a consistent method of standing on the right side of the spiny top where if I did bump, it merely knocks me to the left side instead of into the lava.
First conveyor jump with Yoshi has many blocks preventing an early jump. And here is the single most annoying part of the level. After the Yoshi ditch and going to grab the shelmet, by virtue of jank timing, you will often just kick the shell instead of grabbing it. Add the obnoxious kaizo blocks that force you to make a super late jump before running into the saws. There is also another kaizo block on the long distance shelljump if you hug the right wall.
I think these are old p switches as I one shot the trick the first time getting there. In any case, I did like this level, but couldn't star it due to the annoying kaizo blocks. But hey, good luck to Team 0% on finishing the rest of 2016, I ended up clearing 14 levels for you carlMoney
supermariomakerbookmark.nintendo.net/courses/9787-0000-019D-3951

![Super Mario Maker - Hard Blind Kaizo Race #111: Flight Of The Hollow Revenant
Spliced clear segments from the May 4, 2018 Hard Blind Race. Original clear date unknown, re-cleared on April 7, 2022. Hope everyone had a good Christmas and a safe winter holidays.
Uh oh, cape level by friend of the channel Mega_Scott. I got trolled by the first section as the Yoshi falling is tied to the P switch timer and I liked to take my sweet time on the reclaim so when I finally landed the stupid trick, I got to watch Yoshi go where it belongs.
Second section, of course the slow Yoshi spit, that trick I never understood how to do properly so it always felt like RNG (it isnt). And then every so often I would get trolled by Bowser Junior who didnt line up completely with the arrows (I was slightly off) so I would miss.
Final section was interesting. The opening sequence was very difficult. Another trick I despise that of course being throwing something against a sideways spring and landing back on it to jump. Many attempts I would not get high enough or miss the feather. I felt it was very weird as once you have the feather, the rest of the section was so free (including the super nerfed spring drop that gives you ground). I asked Scott about it and basically the level testers told him the section was too hard, hence the massive nerfs.
So originally I skipped the bonus Yoshi as I could not for the life of me figure out that flight trick. Its actually super free, just cape twirl immediately after jumping. Im not entirely sure how to explain what is happening, but its like I maintain flight storage/p speed to do another cape liftoff from the turnblock. If you try to do a normal takeoff from the conveyor, theres not enough room to cape pump all the way up, and spinflight off the conveyor would just break the turnblock. Any cape experts are free to correct any mistakes in my assumptions/reasonings.
This is the last race level by Mega to be featured on the playlists and I am thankful for his contributions to helping me improve as a player over these past few years.
Note: the next level in the BKR series Super Mario Maker - Hard Blind Kaizo Race #112: Pasteurized Milk [RACE] by ColeMole on May 11, 2018 was skipped as the level was already deleted before I could play it. But you can watch the clear video by Scott https://youtu.be/aMlPup0OQls
Clear time: 3 hrs 2 mins / 42 mins
Level Maker: Mega
Level code: https://supermariomakerbookmark.nintendo.net/courses/EA97-0000-03A0-0A6E Super Mario Maker - Hard Blind Kaizo Race #111: Flight Of The Hollow Revenant](https://i.ytimg.com/vi/pUZozS0ajuI/mqdefault.jpg)

![[SMM1] Uncleared Levels Compilation 1 for [Team 0%]
Video footage dump of some uncleared levels to clear up disk space.
TO solve a mystery2 1画面謎解き 難度2 by ヒカひろ
8C5C-0000-03D1-7D58
I managed to clear a puzzle level before Brak.
Dont Forget your Helmet by Dan
9FE1-0000-0381-8060
I may have cheesed some parts and avoid hidden blocks but mostly should be as intended.
Tick Tock Block Talk by parkbob
17F6-0000-02E7-8676
This one was tricky because of how it was designed with the screen scroll. Im pretty sure I didnt clear it with the intended scroll as all the podoboos were lined to hit you but I stalled to have the shell ride on the skulls a bit to delay. [SMM1] Uncleared Levels Compilation 1 for [Team 0%]](https://i.ytimg.com/vi/pi4xHW7rtSw/mqdefault.jpg)






![Genshin Impact - Divine Ingenuity Custom Domain: Let the Wind Lead
Domain ID: 34976383671 [Expires March 21, 2022]
Leaving this here for historical/archive purposes of Typical Canadian Level Design aka some of my dumbest ideas. The original version was without wind and instead several stamina orbs you had to collect as you climb the entire way around the level, dodging obstacles or you fall and have to start from the beginning. In the end, I felt it was way too slow. With the current version, I could have gotten rid of the climbable walls altogether since you can just ride the wind the entire way.
Anyways, its interesting that there is potential to create laps like your typical New Soup red coin speedruns. The only difference? People actually play those LUL. However, the timer might be trivial since you have the ability to teleport to the beginning of the domain at no penalty. Genshin Impact - Divine Ingenuity Custom Domain: Let the Wind Lead](https://i.ytimg.com/vi/qpsx2JbxX_o/mqdefault.jpg)