Uploaded February 2020 | Updated September 2026, 2 weeks ago
So our residential tech race level enthusiast DrCliche redeemed my channel reward of creating a Mario Maker 1 level in his "honour", so to no surprise I chose to do a 7 pieces style level. You damn right I copied his layout from his original Seven Easy Pieces. No shame.
You would think in the clear video I chose to use the final checkpoint because I got that awesome raid from Syun (such a nice fellow) but the real reason is because I cleared it the fastest (although my 1st cp clear check, I one shot the bumper room). So the idea here is this would be a collection of dumb tech.
I cleared the rooms in order of hardest difficulty or easiest to die from. Of course the first room is the ground pound stalling. I hate this tech, I suck at it, and I know Cliche would have made the timing tighter but this was about as tight as I could handle.
Hana-chan guiding room. I chose not to do the walking Hana-chan setup as that's too evil (walking inbetween two wigglers with a ceiling so you can't jump). This is not too difficult so long as you understand that Hana-chan will follow you so keep jumping to the right. If you turn back too much, she turns around.
The shellmet room is of course not really tech at all. My original idea I had to scrap as you can't do it in SMB1. Then my replacement idea was too jank. This was supposed to be a dumb level anyways so I didn't put much more thought into it and went with what you see here. Pretty much a free room.
Walk the gate, maybe Cliche's favourite room since he kept improving the WR on my original level with this. Yes, the raid alert startled me. Cliche even said himself he would have used no floor and have a giant pit. Although still possible, it would have been too much of a headache for me on upload attempts.
Bumper room is super dumb. I had the option of this or another setup I saw in either a Conan level or afro Kanade where you jump inbetween two bumpers and have to kill a p switch timer without getting sucked into the middle (spikes). I felt the latter was too evil. This is basically a timesink room.
Fat mario headbopping a pswitch up a staircase to enter a door. You know my original idea was the 4Head Ice-cold control yourself sequence. Again, I chose to not do that in consideration of my sanity.
Final room was the classic fireflower shot bounce into a Bowser. The original tech involved you dropping a pow midair and then firing, again only possible in other themes where you could hold items. I used the spring setup to get around it. I know DrCliche would have used mega Bowser and probably some timer setup where you had to get 40 perfect shots in a row or your floor gets destroyed. I absolutely could have lowered the timer on this level or indeed used mega Bowser but I did not know how long the other rooms would take so I played it safe.
Well, I gotta figure out what to do with Katz level next. budokoHmm
supermariomakerbookmark.nintendo.net/courses/9EA7-0000-0408-90D0
So our residential tech race level enthusiast DrCliche redeemed my channel reward of creating a Mario Maker 1 level in his "honour", so to no surprise I chose to do a 7 pieces style level. You damn right I copied his layout from his original Seven Easy Pieces. No shame.
You would think in the clear video I chose to use the final checkpoint because I got that awesome raid from Syun (such a nice fellow) but the real reason is because I cleared it the fastest (although my 1st cp clear check, I one shot the bumper room). So the idea here is this would be a collection of dumb tech.
I cleared the rooms in order of hardest difficulty or easiest to die from. Of course the first room is the ground pound stalling. I hate this tech, I suck at it, and I know Cliche would have made the timing tighter but this was about as tight as I could handle.
Hana-chan guiding room. I chose not to do the walking Hana-chan setup as that's too evil (walking inbetween two wigglers with a ceiling so you can't jump). This is not too difficult so long as you understand that Hana-chan will follow you so keep jumping to the right. If you turn back too much, she turns around.
The shellmet room is of course not really tech at all. My original idea I had to scrap as you can't do it in SMB1. Then my replacement idea was too jank. This was supposed to be a dumb level anyways so I didn't put much more thought into it and went with what you see here. Pretty much a free room.
Walk the gate, maybe Cliche's favourite room since he kept improving the WR on my original level with this. Yes, the raid alert startled me. Cliche even said himself he would have used no floor and have a giant pit. Although still possible, it would have been too much of a headache for me on upload attempts.
Bumper room is super dumb. I had the option of this or another setup I saw in either a Conan level or afro Kanade where you jump inbetween two bumpers and have to kill a p switch timer without getting sucked into the middle (spikes). I felt the latter was too evil. This is basically a timesink room.
Fat mario headbopping a pswitch up a staircase to enter a door. You know my original idea was the 4Head Ice-cold control yourself sequence. Again, I chose to not do that in consideration of my sanity.
Final room was the classic fireflower shot bounce into a Bowser. The original tech involved you dropping a pow midair and then firing, again only possible in other themes where you could hold items. I used the spring setup to get around it. I know DrCliche would have used mega Bowser and probably some timer setup where you had to get 40 perfect shots in a row or your floor gets destroyed. I absolutely could have lowered the timer on this level or indeed used mega Bowser but I did not know how long the other rooms would take so I played it safe.
Well, I gotta figure out what to do with Katz level next. budokoHmm
supermariomakerbookmark.nintendo.net/courses/9EA7-0000-0408-90D0

![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)
![[SMM1] Uncleared Levels Compilation 3 for [Team 0%]
Longer video to cram in more impossible levels. Usually they are designed to be very long, tedious, lots of enemy spam but with some sort of dev exit. Every once in awhile, the level will actually be pretty good. I could have edited out some of my trash gameplay such as the clowncar segment but I think its okay to see that I chose to play safe.
impossible course かなり難しい!! ぜひ挑戦を! by [Deleted User]
7656-0000-037C-D6EE
impossible by guilou
A8AE-0000-0375-8405
99% imposible #2 by luis angel
C128-0000-0375-7623
99% imposible no fake by Raul
1029-0000-03D3-9878
Imposible?? by Gabriel
059C-0000-02F0-25B6
99.9% impossibility(only 4 pros) by lola
B176-0000-0346-E09B
Last level was probably only uncleared because people didnt want to figure out a strat for the canonball part. [SMM1] Uncleared Levels Compilation 3 for [Team 0%]](https://i.ytimg.com/vi/rHu5RBoUotg/mqdefault.jpg)

![[SMM1] Uncleared Levels Compilation 14 for [Team 0%]
Team 0% for Maker 1 is long done and over and the servers are even offline now so the level codes are useless (for now). But, this loser still has old footage to upload. Heres one of the last compilations before Conan Consistency.
0:00 カワセマスカ? by ねおきち
2FBE-0000-0338-A886
Your hot garbo.
1:10 Spring Theory Mansion by James
68F6-0000-0342-0EAB
Assuming this was uncleared due to being forced to do the variant spring drop (throwing against wall). You dont get enough height doing the standard drop version. Reset door for mushroom was kind of dumb. I took my time on the 2nd spring jump as its very easy to lose the spring in the pit or to jump into the spikes from the left spring momentum.
3:42 ミニポムコース(上級者用) by しいたけるとこ
CC8B-0000-02F1-2959
Fun bomb course except the ending sequence (start of the bomb surf). Not a fan of that low ceiling where you can hit it offscreen (guess who hit it a few times).
4:55 Claustrophobic Shell by Hunter
AE85-0000-0356-47E8
I was very close to posting this in the impossible levels channel as I thought you needed a phantom. I realized you could delay the triple count by doing a spin jump. It just took me many attempts to land it to confirm it was possible.
5:47 ポムの一つのギミックを15回繰り返すだけの簡単なお仕事です! by かず〜
E6ED-0000-031F-38E2
A level Brak gave to Blast but I took it on in his stead. A consistency level that ended up breaking as the last 3 bomb blasts ended up being too far offscreen and not registering so I had a run where I did 25 loops and wondering why I wasnt getting a key yet (which is why I did what I did to keep the explosion on screen). [SMM1] Uncleared Levels Compilation 14 for [Team 0%]](https://i.ytimg.com/vi/stETxA3HCbE/mqdefault.jpg)


![Super Mario Maker - Blind Kaizo Race #143: Stallion
The November 24, 2018 blind kaizo race was brought to you by LPK (JankPickle)! Finally, the last missing Saturday BKR is uploaded. Original clear date unknown (10 hrs 39 mins), re-cleared on May 24, 2022 (4 hrs 5 mins). Despite not the longest to clear, this is in my opinion the hardest Saturday level. This also is the last legit clear of the remaining race levels. But because of the lost footage, the re-recording is a spliced clear in coursebot. This level was re-uploaded by LPK with no changes other than the level name to be a part of the [THAB] level contest.
I need to mention that because this recording is spliced in editor, making changes (ez access to CP to restart) changes the physics engine which destroys two parts in the level. LPK used an old setup with stacking thwomps to center shells so it hits against sideways springs. I had to make two changes to make the level work in current engine. At 1:02 you can barely see a canon falling to the left that pushes the shellmet over slightly, and at 1:19 you can see a blaster moving up on a rail, it pushed the spikey shell left so its close to being centered.
All cheese I used in the clear, I also used in the original playthrough. I failed so many times at the intended strat in section one, that I figured a way to skip it and do a spring jump instead. Section two is where almost the entire time was spent in the original clear. The part where you bounce three times on the spring/conveyor, it was annoying that the shell kept missing the one tile gap. In reality, my mistake was trying to go too fast. When you do the late bounces, you land on the shell late and it works everytime. Sorry, I love the pow cheese. The sequence is cool so I included the intended way at the end of the video.
I spliced the next pipe exit because this was such a choking point. Anyone who has followed this series knows how much I despise throwing items against sideways springs then jumping of it. Too many ways to fail this CP2, most were bonking pow or failing the throw.
Last section, lots of not destroying the pow block, landing on the spring pushed me into the falling thwomp, and the worst one was the beached koopa falling between the muncher gap. The last one felt kind of jank. Its the final LPK to be featured on the BKR list and I say it everytime. LPK makes really cool looking setups, but they can be a pain to figure out. Once you understand the jank, it does work. Thank you for the years of entertaining levels as well as making me cry trying to beat them.
ttps://supermariomakerbookmark.nintendo.net/courses/98B8-0000-03C9-37C3 Super Mario Maker - Blind Kaizo Race #143: Stallion](https://i.ytimg.com/vi/tV8qFBiTLVA/mqdefault.jpg)


