Uploaded July 2023 | Updated September 2026, 42 minutes ago
This was an interesting challenge for sure I really like it and hope there's eventually one for each Captain. This is definitely a spoiler, so if you aren't looking for a strategy yet, come back later.
Video Changed to 1.25x Speed
I took zero hull damage and practically no shield damage either. My strategy involved the following...
Crew
Doc (Of Course)
Vermillion
TeslAl
Corrosia
Weapons
Doc's Static Field (Of Course)
TeslAl's Chain Lightning
Corrosia's Slime Trail
Rosanova's Nova
Vermillion's passives for shields and shield regen while not moving feels made for this challenge. So I feel it is better to use Vermillion's crew bonuses but not his weapon and use Rossanova's Nova weapon but not her crew bonuses.
TeslAl's shield passives are very strong. His weapon targeting is perfect when it comes to staying still and prioritizing spawns. It is the most effective weapon for dealing with the ranged units before their projectiles reach you.
Corrosia exists for several reasons. The gold magnet passive is extremely good for this since you won't be able to move to collect the gold. The weapon creates an outer shell of defense just like the nova and static field. When you max out your length upgrade, just create the circle, fill it in a little and turn off LMB targeting.
Rosanova is not in the party as crew. Instead we will be using the weapon since it is a hard counter to the elites and tough ships. They will not be able to swarm you due to how effective the pushback is alongside the slime trail and static field. Additionally, you can hold down the LMB to fire concentrated shots for bosses. I do not recommend this on anything else as it will launch them off-screen and you'll delay the gold collect for it. Additionally, I don't even bother since the Super Plasma Planet takes care of bosses just fine.
Super Plasma Planet is the place you are gonna park your ship. The damage this inflicts on strong swarms, elites and especially bosses is extremely important. The damage scaling here is also very strong.
Early Upgrade Priority
Crew upgrades
Doc's static field upgrades damage and range.
Corrosia's slime trail length upgrade.
TeslAl's Chain Lightning upgrades and ranged upgrade.
Rosanova's nova upgrades (Banish overclock)
Early-Mid Upgrade Priority
Shield recharge speed
Corrosia Super Slime Trail
Doc's Super Static Field
TeslAl's Super Chain Lightning
Plasma Planet damage overclock
Banish all the overclocks except Plasma Planet
Late Upgrade Priority
Plasma Planet damage overclock to the moon
This was an interesting challenge for sure I really like it and hope there's eventually one for each Captain. This is definitely a spoiler, so if you aren't looking for a strategy yet, come back later.
Video Changed to 1.25x Speed
I took zero hull damage and practically no shield damage either. My strategy involved the following...
Crew
Doc (Of Course)
Vermillion
TeslAl
Corrosia
Weapons
Doc's Static Field (Of Course)
TeslAl's Chain Lightning
Corrosia's Slime Trail
Rosanova's Nova
Vermillion's passives for shields and shield regen while not moving feels made for this challenge. So I feel it is better to use Vermillion's crew bonuses but not his weapon and use Rossanova's Nova weapon but not her crew bonuses.
TeslAl's shield passives are very strong. His weapon targeting is perfect when it comes to staying still and prioritizing spawns. It is the most effective weapon for dealing with the ranged units before their projectiles reach you.
Corrosia exists for several reasons. The gold magnet passive is extremely good for this since you won't be able to move to collect the gold. The weapon creates an outer shell of defense just like the nova and static field. When you max out your length upgrade, just create the circle, fill it in a little and turn off LMB targeting.
Rosanova is not in the party as crew. Instead we will be using the weapon since it is a hard counter to the elites and tough ships. They will not be able to swarm you due to how effective the pushback is alongside the slime trail and static field. Additionally, you can hold down the LMB to fire concentrated shots for bosses. I do not recommend this on anything else as it will launch them off-screen and you'll delay the gold collect for it. Additionally, I don't even bother since the Super Plasma Planet takes care of bosses just fine.
Super Plasma Planet is the place you are gonna park your ship. The damage this inflicts on strong swarms, elites and especially bosses is extremely important. The damage scaling here is also very strong.
Early Upgrade Priority
Crew upgrades
Doc's static field upgrades damage and range.
Corrosia's slime trail length upgrade.
TeslAl's Chain Lightning upgrades and ranged upgrade.
Rosanova's nova upgrades (Banish overclock)
Early-Mid Upgrade Priority
Shield recharge speed
Corrosia Super Slime Trail
Doc's Super Static Field
TeslAl's Super Chain Lightning
Plasma Planet damage overclock
Banish all the overclocks except Plasma Planet
Late Upgrade Priority
Plasma Planet damage overclock to the moon






![SMM - Perfect Run - Flyday the 13th
My Final Challenge Course for Mario Maker 1 is FINALLY uploaded.
Would like to thank all of the people who played my levels to completion, you guys are AWESOME!
Least I can do is shout you guys out.
Most Clears (As of 3/26/2019)
** Keiichi/Syun_N - 13/13 **
Saudsqually - 11/13
Flipside - 11/13
First Clears
First Steps - (Mace) and Technical Turtles alt account
Second Wind - Saudsqually
Third Mario - Hi5toSafety about 18 times
Fourth Wall - Saudsqually
Plead the Fifth - MIDNA
Sixth Sense - MIDNA
Seventh Hell - Saudsqually
Eighth Wonder - Keiichi/Syun_N
Ninth Symphony - Warpuppy
Tenth Base - MIDNA
Eleventh Heaven - Keiichi/Syun_N (And Jeffie made a x2 version of the level)
Twelfth Hour - FOGZ JC
Flyday the 13th - Fastreaderz (Fast) v1 and FOGZ JC
WR hype (As of 2/19/2019)
First Steps - Warpuppy 2:12.814
Second Wind - Warpuppy 1:23.290 (This level got dominated, really like the optimizations)
Third Mario - OK!★LINK♪ 46.454
Fourth Wall - Failstream 1:56.531 (I didnt think Foxs record would get broken)
Plead the Fifth - Failstream 1:33.152 (That level got smashed to pieces, GG)
Sixth Sense - [CR]Ryusei 2:01.612
Seventh Hell - Failstream 1:37.931 (Thats actually kinda ridiculous)
Eighth Wonder - Keiichi/Syun_N 1:39.187 (Never thought this level would be replayed for WR)
Ninth Symphony - Warpuppy 1:33.240 (Never midairs right?)
Tenth Base - Keiichi/Syun_N 2:31.356
Eleventh Heaven - Krypta 1:31.06
Twelfth Hour - Keiichi/Syun_N 1:38.605 (So awesome my hardest level has two clears!)
Flyday the 13th - Keiichi/Syun_N 1:16.299
Big Boos Revenge List (Sixth Sense Clears)
MIDNA
Saudsqually
Keiichi/Syun_N
ReflectivistFox
Flipsides
でいすい
[CR]Ryusei
This level is my 13th and final level in the Perfect Run challenge series for Mario Maker 1 and took the longest for me to design. There are MANY MANY MANY different concepts I didnt use for several reasons. The result is a level that was very fun for me to play. The reupload was pretty brutal to me, but it was worth it.
Per Flipsides request I nerfed the Spooky Dive by making it the final trick.
**UPDATES**
- I nerfed the POW dive for several reasons. One of those reasons are making it doable with different throw timings. Another was forcing the correct flight arc.
- Seventh Hell was the only other level in this series I reuploaded. To reflect this, I changed the number of keycoins from 8 to 7 and changed the ending dives from 6 to 7.
- The POW dive was moved back to Section 2, where it started and where it belongs.
- Flower despawning is not possible for the final section, reentering the pipe is no longer possible.
- The boss fight is no longer cheesable by spin attacking the yellow blocks and throwing a Pswitch to cancel the spin. Now the blocks are changed and pswitch activation blocks the keydoor.
Section 2 was made for JC, the ONLY clear on Twelfth Hour after more than 2 years of the level being live (as of Feb 2019). He asked me to make 13th harder than 12th but I dont think anything I can make will stack up to the Midnight Flight. His idea of spinflying off a thrown POW was pretty epic. I moved the pow dive back to this section as it was originally made in this section.
I did keep all the unique signature tricks in the level. The bomb spin into the pipe, the spinflight off the thrown POW and the divebomb onto the thrown POW.
Music Used
SF64 - Credits Theme (CarboHydroM)
Chrono Trigger Battle with Magus - (Ferdk)
Level ID: 74FC-0000-03DB-7AED
Bookmark - https://supermariomakerbookmark.nintendo.net/courses/74FC-0000-03DB-7AED SMM - Perfect Run - Flyday the 13th](https://i.ytimg.com/vi/ZKgoQ-NQKwc/mqdefault.jpg)



