The Z7
(unlisted) Galarian Mr. Mime
updated
10000: At first I played expert only to reach 100 and unlock the costume from it, but a few weeks later on a day I didn't know what to play I loaded up expert and after a while I reached 10K in October 2019. Just a little over 3 months after the game came out.
20000: Shortly after reaching 10K I joined the precision crew, and that turned into another massive grind fest, leading me to take a few breaks, one to play more precision crew levels, another because I wanted to wait for #2 to get the crown before I kept going; and the final break was to play Pokémon Sword and Shield that came out around that time. But eventually I came back and reached 20K in February 2020.
30000: A month after reaching 20K, the most boring filler arc of 2020 started, commonly referred to as the pandemic/quarantine/lockdown. This meant I couldn't stream for like 7 months, but on a more related note, like I mentioned earlier, it gave me a lot more time to play, so I reached 30K just before the end of March 2020.
40000: The pace I picked up on the road to 30K continued, so once again I was able to beat another 10000 levels in under 60 days, reaching 40K in late May 2020.
50000: Seeing that I was so close to achieving comedy, AKA 42069, I decided to get there quickly, but then took another break, the longest one I had taken so far. June 2020 was the month when I finally cleared every precision crew level (gotta point out however that nowadays there's a lot of precision crew levels I haven't cleared because I just don't want to bother with some of them), and a few days after that the first part of the Sword and Shield DLC came out, so my break from expert ended up lasting over one month. Once that was all done though, I returned to expert again, and reached 50K in August 2020.
60000: I took less breaks around this time so I reached 60K in September 2020, in just under 40 days actually. Meaning that I was playing over 250 levels on average around time, which usually takes 8-10 hours in expert depending on your luck. Knowing this I realized that 77777 before the end of the year was possible.
70000: After acquiring all that information, most people would have used it as motivation to speed up, but I instead slowed down. September 2020 was the month when I got back into streaming, so I stopped playing expert offstream as much, partly to grind my latest level at the time but also because it felt weird that my viewers had only seen about 1K out of the 60K+ levels. In November 2020, the second part of the Sword and Shield DLC came out, slowing down the process even more. But after all that, plus another one month break, 70K was reached on January 2021.
77777: The final obstacle, surely this would be much faster, right? No. Usually when I'm close to finishing a long grind, I get to a point where I don't want it to end anymore, and it wasn't any different this time. I didn't take any more one month breaks, but instead took a ton of breaks of one or two weeks. At least this allowed me to reach the goal on 07/07. As you can see in the video, I wanted to finish with 77 lives, and I can't even begin to describe how nervous I was about that, which is why I was moving so slowly at the end. And thankfully, I managed to pull it off.
Timestamps:
00:00 - Intro
00:09 - Pokémon Sword/Shield Gym Leader Battle ♪
02:43 - ?
02:51 - Pokémon Masters Wally Battle ♪
03:50 - Max points
04:52 - Pokémon Masters Battle Villa Boss ♪
05:28 - Music level
05:49 - Close calls
08:06 - Again?
08:27 - Pokémon Masters Lear Battle ♪
08:54 - Auto
09:12 - Funny death montage
11:07 - Another music level
11:43 - Pokémon Black 2/White 2 Gym Leader Last Pokémon ♪
14:27 - Auto again
14:59 - Final Level - Pokémon Diamond/Pearl Cynthia Piano Encounter ♪
17:42 - Outros
18:00 - Pokémon Sword/Shield Gym Leader Victory ♪
19:02 - To those who want me to go for 100K
This may come as a surprise, but I decided that this will be my final video. I'm not retiring from this game though, just from uploading videos, even if Mario Maker 3 comes out at some point in the future. I will continue doing streams on twitch, so feel free to stop by there. I also prepared a few other videos though, they will remain in an unlisted playlist that you should be able to find if you go to my channel home page, but that's all from me on youtube. Peace! ✌
TWITCH: twitch.tv/the_z7
I've never played undertale, and usually avoided watching people play it, but last year a youtuber I like tried it, so I finally decided to watch along. For some reason watching that made me want to play this level. It also made me want to try the 2 hardest boss fights which I also did by downloading a custom save file, so that I wouldn't have to to through the story.
Remember when Slade got this level twice in his super expert no skip runs? I remember, it was great. I was planning to use his video as a guide, but then a few days ago I noticed his youtube channel was gone. I don't know why or when this happened, but it meant I had to play the level blind now. For some reason I also gave myself a dumb deadline for beating this level so I couldn't stop thinking about it, and I basically ended up playing it blind and while half asleep. Not the best of conditions for a level like this, but somehow I made it work, and it didn't even take that long, the deadline was a week away and I did it in the first day, I guess I'm just used to expecting the worst luck now whenever I play Emilia's levels. And yeah, I died to the last cannonball once, because of course.
Also unrelated but my video of reaching 77777 in endless expert will go up the day after this video goes up.
TWITCH: twitch.tv/the_z7
Altered Antecedent (0:00)
AKA Armored Antithesis. I remember beating this level just an hour after brak uploaded it, fun times. I believe I only had one death at the end, because I didn't get enough momentum. Also you can probably tell how long ago I recorded most of these by looking at my mii's outfit. Speaking of, seeing my mii with the king outfit makes me feel so much shame and cringe, I know there weren't many people using it back then, so I thought it was acceptable, but I still hate it looking back.
1Frame's Forest (0:51)
I don't have a nickname for this one. I didn't play this one the moment it was uploaded because I wanted to let 1Frame have first clear, since the level was dedicated to him and all. The edge jump after the first coin and the jump for the third coin caused the most deaths for me in this one. The second half of the level is tough, but I got lucky on it thankfully, I don't think I died past the retryable jump at the bottom right. But the level itself took a very long time, and it was one of those classic times when I beat the level just minutes after taking a break, I should really consider taking breaks more often, I guess. You can also tell how old these first 2 levels are by realizing they're not Precision Crew, next one is though.
Katz' Kradle (1:48)
AKA Katz Krater. Just like 1Frame's Forest I didn't play this one for a while. But even after Katz cleared it I didn't want to try it. Even after it got a second clear I still didn't want to try it. But eventually I did. This is one of the first levels I ever recreated in this game, to practice, and that might be one of the reasons why it took me so long to play it. I wasn't as consistent as I wanted to be in most of the jumps, so I wasn't sure I could beat it. A worry I likely would not have had if I gave the level some normal attempts first. Anyway, the hardest tricks in this level were the second jump and the slope jump, the rest of them were still hard, but after practicing this level a ton I wasn't struggling with them as much. I had one death at the final jump. This level ended up taking me less time than 1Frame's Forest, but I also spent longer practicing it than actually attempting 1Frame's Forest, and perhaps I had a little too much practice.
Anemia's Attic (2:42)
No nickname for this one either, in fact, I often forget this one even exists, but it does. For this one I didn't have to wait very long to play it, just had to make sure Anemia got first clear and I probably cleared this the next day. I also recreated this level, but I mainly practiced the last section, because like I said many times last year, claws are dumb, and I don't understand them. The rest of it wasn't as difficult, but the level still took a bit longer than Armored Antithesis and I had like 4 deaths on the last jump.
These are not all of ev_brak's precision levels, but it's all I'm willing to do for now. He has a 5th one with a jump I can't do reliably (basically like the slope jump in Katz Krater but much, MUCH harder). A 6th one he's been working on uploading for a while. And he's also planning to make one with my name, which will probably be the 7th one. Maybe I'll eventually be able to do the jump in his 5th precision level, but I have my doubts.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
The Liftoff (0:00)
Short and sweet start to the series. The jump over the boos at the end is pretty tough, I often didn't have enough momentum to get to the other side of the piranhas safely, but besides that, the level was pretty fun and not too hard.
Mesopheric Freeze (0:35)
Already getting way harder from the second level in the series, not because of the ice, but just in general all the jumps are way tighter. But they were very satisfying when I eventually pulled them off. I had like 3 deaths at the end. The level is a lot harder than it seems. Playing all these levels without music was sad, specially this one because SMB3 snow night has my favorite theme.
Dark Flare (1:46)
I don't know if this is easier or harder than the second one. It took me longer, but it was mostly because of the final jump. That doesn't mean the rest of the level is free, but I personally found the last jump exponentially harder than every other trick, because the gap is offscreen when you get to it.
Basically had to guess when to stop holding jump or if you're smarter than me, by practicing it so that you'll have the muscle memory required for it. Another reason why this took so long might be that the practice doors take so long to get to, they require a pipe transition and a key door entry, which takes about 10 seconds every attempt, so recreating this is definitely a good idea, I wish I tried that. Also out of these 3 levels this is the only one I recorded with my 60fps capture card, the other 2 were uploaded before I got it.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I don't really have much to say about the level, other than it took forever to make and I considered asking someone if they could make the first trick for me so I could get some inspiration, but decided not to, and I doubt it would have helped anyway. Whenever I try to make kaizo levels it's like my brain shuts down, so I just have to place things on the screen hoping it turns out okay. If that didn't happen I probably would have made the level much longer. I didn't one shot this one but almost, so that's a good enough reason for me to write #FreeLevel in the description again. And the title seems uninspired, because it is, but it's once again a reference to One Piece.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
The practice doors on this one are very nice, I only needed to recreate two things: the key door entry, because I wanted to make sure I was doing it right and actually going into the door; and I also recreated the float between pokeys near the end, which killed me like twice in attempts. The first blooper part took some time to get used to, because I couldn't go too fast or too slow, but it felt cool whenever I got it. The hardest part of the level for me comes after the second practice door, I'm still not very familiar with Balloon Mario's hitbox, so I kept getting too close to the pokeys or not close enough, so the bloopers would hit me. The part after the third practice door is a lot easier than it seems, I don't remember dying there outside of practice. The key door entry is a bit scary, it actually killed me a few times, so I made sure to take my time. Thankfully the last section is free, so I had no deaths there. Anyway, fun level.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Offensive movement (0:00)
It's short and has some pretty tight tricks. Coming up with strats to do the tricks more consistently was fun and satisfying, except the one at between the boo and the saw, I couldn't make that more consistent. Would have helped if I knew the hitbox a little better, but I just tried getting lucky. Thankfully no deaths on the last trick, but I did die once to the bottom of the sideways piranha. I didn't see the yoshi at the top of the ending screen when I watched 193's clear video sadly, otherwise I would have taken my time to kill it, but by the time I noticed Yoshi, it was too late.
Dangerous castle 3 (1:07)
Very long, but I'd say it's a lot easier than Dangerous castle 2. On this one there isn't a trick that sticks out for extending the grind as much as the spring part did in Dangerous castle 2. I guess if I had to pick, I'd say the hardest part was the thwomp trick because it can be awkward, but even then it didn't kill me that much. I think this might even be easier than the first Dangerous castle actually, not sure though, been a while since I played it. But I still managed to die a ton near the end, sometimes because I was dumb, other times because my controller disconnected so Mario would keep running and hit a spike wall, but I guess it's pretty funny thinking back about it.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I've already played the original levels of most of the sections featured in this memory trial. The only one I don't think I've played is the one from the yoshi section, but I'll probably play it eventually if I continue checking out Jamp levels. Most of them I ended up playing after the memory trial, which is kinda silly, but eh. I had not played the level with the shell throw triple jump trick, and I wasn't sure what the throw timing was, so I played the original level of that just for practice, turns out it's a free trick if you know how to do it. Because of all this I didn't need to remake this in editor, but I did remake the mechakoopa section at the end, despite the fact that I had played the original level that included that. I wanted to find a consistent strat for it, because whatever I was doing on the original level wasn't working very well for me, and doing this was a great decision because I ended up one shotting that section this time.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I actually wasn't planning to join Team Jamp so soon, but when I remembered that this game is turning 2 years old, I figured I'd make something quickly. I made this pretty much last minute, so I didn't really have much time to make it hard, and I wasn't even sure if it would be approved before I posted this video. I made this in like 2-3 hours last night and showed it to a mod from the team asking if he thought it would get approved. Feedback was mostly positive but when I finally uploaded this I had to wait like 5 hours to hear from the judges, and since I had stuff to do today, I was getting pretty impatient cause I also wanted to upload this video at my usual time. They asked for a few nerfs so I considered reuploading the level without it being Team Jamp. I one shot the level so I really didn't see a reason to nerf it, and if I were to reupload it outside of the team, I would have buffed it. But after some arguing I calmed down a bit and made the changes anyway. Luckily I didn't need to wait 5 hours again and the level was approved just in time.
So why is the level called Shonen Jump? Uh... I wanted to include the word "jump" in the title and most of my SMM2 levels make references to real life things, but I couldn't think of anything that also made sense with the level. Then while waiting for this week's One Piece chapter I thought about using "Shonen Jump", the name of the magazine that publishes the chapters. Long story short, I'm a weeb, that's pretty much it.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Originally I thought this was a level series, but apparently they're practice levels for a one big level that combines all 6... Honestly that sounds harder than most of my trainer battle levels from SMM1. People who know me might think I'm exaggerating, but really, in those levels I could reliably do most sections separately in 1-10 attempts, with maybe 2 exceptions. Here all of these are pretty difficult, if I practiced more I could get very consistent at each section, but definitely not enough to do all 6 levels consecutively, so if Zeno manages to clear it, I can't wait to watch the video.
Prep 1 (0:00)
I thought the last 5 seconds were pretty hard, so it took me a while to clear.
Prep 2 (0:44)
A bit easier than Prep 1.
Prep 3 (1:31)
The coolest of the 6. My signature unintentional waiting at the beginning once again made it to the clear video. I don't know why that keeps happening. Anyway, this was easier than Prep 1 and 2.
Prep 4 (2:18)
I struggled with the section before the door, not the door entry itself, it just took a while to get used to the momentum control.
Prep 5 (3:07)
The hardest of the 6, maybe because it's a few seconds longer than all the others, but it also had some tough jumps. For one of the hardest tricks have to go very fast so the icicle respawning won't kill you. I didn't fail the pipe entry but I could see that being very hard if I was unlucky.
Prep 6 (4:06)
The easiest of the 6, and like with Prep 5, perhaps the length played a role in that, since it is a few seconds shorter than the other 5 levels. But in general it also felt like all the jumps were easier in this one, so yeah, that was nice.
Anyway, cool levels, and good luck to Zeno on uploading the full thing. :p
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
My reaction when I saw this level was probably the same as most people's, not wanting to play this because there's a lot to memorize. That was until I rewatched the video and saw the description saying there were 5 practice levels for this, I didn't see that the first time because I watched the video from discord. Obviously recreating the level didn't seem like a reasonable option, because I would have had to guess the starting position for all the fire bars, so the practice levels were the next best thing. Once I took care of that, I was ready to play this.
I was able to remember the entire route after only doing each section once, I have a good memory. My muscle memory however didn't get enough time to develop, so doing them twice wouldn't have hurt. Regardless I kept trying because I was fairly consistent at getting past the halfway point of the level. Unfortunately I was less consistent at the second half, as it had more tight spots overall than the first half, most of the tight spots of the first half are at the beginning. I had to really cut the corners well enough without bonking if I wanted to make it through. I considered replaying the last 2 practice levels, but apparently all I needed was a small break, as I beat the level within minutes after said break, even if the reason for it was dumb and questionable. :p
I had one death on the last fire bar and the hardest part of the level for me was around 1:36. I don't know why, but I really struggled to get out of there after hitting the on/off switch. I usually don't like levels with fire bar "spam" but this one was pretty fun overall, I'm glad I played it. Much better than 1-1 with a twist. :p
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
The spring part probably seems like the easiest part of the level, but it ended up being the hardest part for me, to the point that I expected to die there anytime I got to it. For some reason you can't twirl if you press the button while you're already in the gap, so you have to twirl early. You also need to get enough momentum, otherwise you're not going to make it to the other side. All of this is pretty tough because of the p-switch timer, it doesn't allow you to adjust much. The rest of the level is also hard, but compared to the spring part it wasn't as bad, I was very consistent at pretty much every other trick.
As for my favorite part of the level, it would be right after the spring part. From the triple jump all the way to the p-switch jumps. That part felt pretty satisfying, even though it's probably one of the easiest sections in the level. Although my farthest death in the level was in the p-switch section, because I jumped too late on the last one and couldn't make it up to the cloud. Thankfully I didn't die at the part with the piranhas, I thought for sure that was going to happen at least a few times. And the ending seems scary but I wasn't worried about it.
I also remember when this level came out I saw some people saying there was no point to having that checkpoint, because it's so early into the level. But honestly, the fact that it's there at all is very convenient, it still saves over 30 seconds per attempt. Sure, there's still a whole minute left after the checkpoint, but I wouldn't complain much if I were to use it. Then again, I have no idea if there's kaizo blocks below it to prevent you from getting it, if it was me, I would totally include those, but it's not me, so I assume it's a real usable checkpoint. I thought about doing the buffer jump towards the checkpoint during my clear, without actually grabbing it, but then decided against it, as anytime I try to show off everything goes wrong. :p
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Hybrid Moments #TeamPSwitch #TP by MrHyde86 (00:00)
I've always liked P jumps, P-Switch levels are usually fast paced by nature, which is great, and this level was no exception, so it's no surprise that I enjoyed it.
Vicious Delicious by Foxes (00:38)
Cool looking level with tough momentum control in some parts.
Cloud Cruise by J.Z.G. (01:11)
Cloud precision? You don't see that very often, I like it.
Cape Good? by Ryanarmeow (01:47)
Reminds me of Marcy's Floating Point Precision but this one has a few more tricks.
Scorching Eyes by RCfilter (03:00)
The hardest part about this level was learning it. But once I understood the level better I didn't have much trouble.
Windy Wasteland by Hunggaming (04:04)
Out of the very limited amount of wind TP levels, 2 of them being mine, this is probably my favorite so far. Mainly because it flows well and it doesn't try to be super difficult. Sometimes when a gimmicky level tries too hard to be hard it can become very obnoxious to play, so I'm glad this one didn't do that.
Cannonbalism #TP #TPB by Noogz (05:00)
If all TeamPBalloon levels are half as cool as this one, I might want to join. I'll think about it, cause the other Noogz TPB levels I've played are also pretty nice.
Bashful Bedlam #TP by Quiet_Life (05:51)
I watched ShyGuy grind this and it looked really scary, so I remade it in editor, turns out it wasn't nearly as hard as it looked for me. I mean, it's not free, but I only struggled with the beginning and the ending. It took like an hour.
初雪 (Soon It Will Be Cold Enough) by かしこまりました (06:46)
A fun wall jumping level. I appreciate having the usable pipes as green. In levels like this one that have the same color all the way through it can be hard to tell if pipes are decoration, or if you actually have to enter them. Yes, in this specific level it would be pretty obvious which pipes you have to enter even if they were also blue, but I still wanted to point out the detail. Also the ending was a bit rough, but the checkpoint helped a lot.
Postcard From Sweden by Fun Bearly (07:44)
Fun platforming level. If people mistook this for a TeamJamp level, I would not blame them, it definitely feels like one, I'm surprised it wasn't submitted there.
Suspended Saws by Candle (8:58)
Very traditional precision level. I like it but don't have much to say about it honestly.
Windy Mini by MrBalloon (9:52)
I had this saved on my switch clips for a year, and always wanted to include it in one of these precision compilations, but never actually thought about it when I was making one, until now. Hard jump, enough said.
Welcome to Canada #TP by Noblo888 (10:30)
One of those multi one screen levels. It was fun, and not too hard.
Nigiri #TeamPrecision by kerxhazz (11:30)
Cool 3DW precision level. I think the way I did the ending was probably harder than the intended strat, but it looks cooler and I got it first try, so whatever.
In Front of Me by Foxes (12:46)
I like how the boos kinda force you to go fast. It felt more satisfying to play the level that way.
Faint Finale by J.Z.G. (13:18)
Fitting name for the last level of the video. And it's another multi one screen level, nice. For some reason I got really unlucky and died way more in the icicle room than in the other 2, so almost every attempt took 40+ seconds. Meaning this took almost an hour, just thanks to that, but as most J.Z.G. levels, it was fun, so I didn't mind playing it longer.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Free Fallin' (0:00)
I like this level. It reminds me of those levels where you had to go through a small maze of enemies in the air, (although there were so many of them so they got boring quick), but this is better, and more unique. But for some reason the vine at the door is my favorite part of it, maybe because it's so silly, and because most people don't like it. Also I was lucky with the ending, I managed to react just in time to pull it off first try.
Claw Machine (1:01)
Fun level, but claws are still weird, no matter how much I learn about them. Thankfully I was able to understand all of the tricks here for once. The door entry and the final jump were rough, but they felt pretty satisfying to get.
Mercurius (1:51)
I had to recreate this after seeing the S. I kept thinking doing a buffer jump into it would make it easier, but it turned out I was just being dumb, and it was better to just wing it. Doing a buffer jump didn't give me enough momentum to make it that far. The rest of the level wasn't free either, so I thought this would take me forever to clear, but thanks to the practice, the grind went better than expected. I managed to only have one death at the S and none at the end, it was nice.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Go Big or Go Home #TP (0:00)
Not many precision crew levels use the big boy mushroom, probably because it doesn't do anything special, but it would be cool to see it more often anyway.
Let's Dance #TP (0:48)
Cool one screen level. Not really a fan of having to line up on the vines, but at least it's not pixel perfect and you only need to do it a few times. I failed the ending a lot.
Golden Years #TP (1:44)
Classic SMB3 low gravity Quiet Life level. Satisfying to play and a rough ending that will ensure most people have to keep playing a little longer before they can clear it. It happened to me at least, but I didn't mind, as the level was fun.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
STW 8-★ The Contributors by DrHazarLab (0:00)
DrHazar made another super world for precision crew and uploaded it on an alt account. Last time he made 25 levels, and 5 of them were hard bonus levels, this time he made 40 levels, but only one hard bonus level, and this is it. It's a one screen level with some tricky jumps, specially the one over the 2 spikes at the bottom right. I became very consistent at most of the tricks after recreating the level to practice, and almost beat it in just 15 minutes, but died on the last jump. But a few hours later and 3 more deaths on the final jump I cleared the level. Overall, pretty fun grind, but I decided to speed up the credits section at the end because it takes like 20 seconds.
Balancing the night by Hatepool (1:20)
I was confused when I saw the description of the level thanking me, because I didn't do anything, but then I remembered that Hatepool asked me for some feedback before he started upload attempts. It made me wish I had tried to get first clear, but it was too late when I noticed. Back when this level came out I had just finished my trainer battle levels and my silly "99% impossible" in SMM1 (besides the fact that I had to clear it a second time later but whatever), and obviously any hard level grind in SMM2 was going to feel subpar as a result, so I just kept avoiding this level until recently not knowing that detail from the description.
As you might expect, this is much harder than its prequel, "Balancing the day". It might seem slow and not very difficult, but every jump is tighter than it seems, and there is very little room for error. For example, when trying to get the first key coin, I would often be just a few pixels too low and couldn't grab it, and same goes for the jump to the last seesaw in the subworld, it's hard to do the movement required to get that high, at least it lets you retry, but somehow I got both of those tricks first try in this specific attempt. The ending is also not free, I practiced it and thought I wasn't going to die to it, but I still did, 3 times. But I didn't mind, the level was fun to grind and the SMB3 snow night music is my favorite in the game.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Detrimental Dizziness (0:00)
I'm usually not a fan of jumps with weird momentum, but it felt satisfying on this level, and since it wasn't too long it was fun learning how to do it.
Yoshi's Plant Picnic (0:44)
Most Yoshi levels are very annoying, this one was not bad at all though. But I mainly included it because of my silly nai, and because it fits the theme of all new soup levels in the video.
Serendipitous (1:45)
I never heard of this word until I played the level, so I just looked up the meaning, interesting. The level's kinda difficult, but it's fun and not very long, like this description, definitely one of my shortest descriptions in a long time.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Lano by Morpha (0:00)
Inspired by Mr. Clean, clearly. I think the jump right before the checkpoint is the hardest one in the level. I was able to get to it pretty consistently, because the first half of the level isn't too difficult, but I would often fail the jump because of the tight momentum control. The second half is a little harder but fortunately there's a checkpoint. This level took me longer than Mr. Clean due to some unique circumstances, so I'm not sure if clearing it without the checkpoint is actually harder or not.
Bravais Lattice by Bizkit (1:23)
Figuring out the level is the hardest part of it, and I'm still not sure if I did it the intended way. I didn't use all the platforms that were in the way, but there were a few useless platforms at the beginning and at the end too, so I guess that's fine? I don't know. Yes, SMB1 castle music is SMB1 castle music, so I played this level muted.
Mr. Blue by MilMario (2:25)
Also clearly inspired by Mr. Clean. Hardest level in the video. Most of the jumps are pretty tight but the one I struggled with the most was the one I ducked for near the end, and I don't know why, but ducking made that jump a lot easier for me. The level becomes more tame after that, but I still managed to die a lot there. No deaths at the end though. Is this one harder than Mr. Clean? Yes.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Item Swim Claustrophobia #TP (0:00)
I avoided this level for a long time because the beginning is annoying and the clear video didn't help because the stream layout made it really hard to tell what was going on at the bottom of the screen. Eventually I figured out that you're supposed to go fast and slow down just before the spot where the last lava bubble goes offscreen. It took me a long time to realize that the lava bubble stays there for quite a while and that's why it kept killing me whenever I swam as quickly as possible. Hopefully other precision crew members will find this information helpful for clearing this. Though I doubt many of them are into item swimming, I do like item swimming though. As for the rest of the level, it's pretty self explanatory. It should be easy to tell how tight some parts are if you're familiar with the game's mechanics. And yes, I paused at the door to hold up, because the creator did it too, it's not necessary though, just convenient.
Did somebody say SPIKES? #TP (2:22)
A tough wall jumping level. Some jumps are tighter than they look, but the part that destroyed me the most was the one with all the piranhas shooting fire at you. Sometimes it felt completely impossible to avoid all the fire, but at least a practice door at the beginning lets you see that section ahead of time. The burner part right after is also tricky, but not too bad once you get used to it, also I love how it looks. There's also checkpoints, that I was very happy to use, as you can clearly see in the video. I was dumb and had one death at the end, for some reason I decided not to ground pound, but it didn't take long to get back there, so it barely mattered.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Anyway, this is the end of an era. Even after SMM2 came out I always took it for granted that we could continue uploading levels in SMM1. The thought that that feature would be removed barely crossed my mind until Nintendo announced that it would happen, and suddenly it became the only thing I was thinking about for a few months. So I kept revisiting SMM1 until I felt satisfied and knew for sure that I had nothing left to upload in the game. I ended up with 40 levels on Z7, my main account, 10 levels on ZzZzZzZ, my first alt account and 50 levels on 7Z, my second alt account. That makes a nice round total of 100 levels if we don't count my poké-precision accounts, which I don't, because for them it's not immediately obvious that they're my alt accounts like with these. Yes, this means I could have fit everything in the same account, but I didn't want to. As for why I chose this to be my final level, that's be because the video where I play 5 levels with the same title was one of my first videos to get popular, so it all comes full circle. And while I always thought a title like this was dumb and cringe, I guess it's time for me to embrace that cringe now.
As I mentioned earlier I had to beat this twice, the first time I got super lucky, I didn't fail the last note block spin jump or the midair too many times, and when I did it for the first time I also beat the level. When I realized my file of that was gone I knew it wasn't going to be that easy, and I was right. The second time I cleared this it wasn't until I failed the ending in pretty much every possible way. I died many times at the note block spin jump because reaching the max height is super awkward, at the controlled shell jumps after the door, at the midair, at the trump jump after it, and at the burners. I'm surprised I didn't die at the spikes on the axe, on my first clear I actually forgot those spikes were there, because they were a last minute change, I was able to react just in time to jump and avoid them, but I didn't even think of crouching there, which is super risky, and I still got it somehow. So maybe deleting my video of that first clear was the world's way of telling me I didn't deserve to beat it that quick. I don't know. :p
Fortunately the ability to play levels is still around, if it wasn't, I think I would have played nothing but SMM1 the past 4 months, because there are some levels that I'd like to go back and beat. And I might upload my clear of at least one, but it won't be for a while. Just hope they won't announce that we'll be unable to play levels by the end of 2021. I like to think that they removed the ability to upload levels on march 31st just so I wouldn't upload "The Best 1-2 Remake" on april fools this year, speaking of, I wonder if people still believe my april fools level from last year was SMM2.
TWITCH: twitch.tv/the_z7
Antinode Castle by Fant's (0:00)
When this was uploaded I didn't even bother, because the clear check time was over 3 minutes and there was no clear video so recreating it was going to be annoying. Then someone beat it and put up a clear video, and I still didn't think it was worth the time. Now that I've played it I'm not sure why I was so against trying it, sure, it took a while to remake, but nothing in this level feels impossible to pull off. That doesn't mean it's easy, just that I overestimated its difficulty. The creator asked me what I thought the hardest part of the level was and I jokingly said that it was doing the first jump without going left for momentum, but that honestly might be true. The actual balloon tricks feel very consistent after learning them.
I pause buffered for the door entry and if you pay close attention you can notice an edit where I cut out like 50 seconds. So at first I actually remade that trick wrong in editor, but it was much tighter in the real level, meaning I had to go back to editor and practice again. While practicing I noticed it was close to the time when I go to sleep but I wanted to beat the level first, so to save time, I decided to pause buffer, lame. I didn't die after the door entry, and out of the people who have cleared this I'm the apparently the first one who didn't die there, interesting.
Lil P Balloon the Numismatist 2 by Noogz (3:45)
This one looks really cool. Unfortunately I wasn't able to recreate this one to practice it, because the boo rings spawned offscreen so I didn't know any of the setups. Recreating doesn't feel necessary though, because you can do the rooms in any order you want and it doesn't take too long to get to them. Practicing the final room can be a problem though, you can go through the 3 rooms without doing the looping sections, which is what I did at first, to figure out what was after the key door, but that takes a very long time. There is a P Door that I take, so I was wondering if it would let you see the ending setup, but I just checked, and no, it does not, although looking at it from the preview it might not be as complex as I was thinking. But at least the ending isn't too hard, I one shot it in practice, and then during my clear I noticed you can cheese it, so oops.
The looping sections are about as awkward as they seem, they all took a very long time to learn, but they also felt very satisfying to do when I finally pulled them off. The hardest one for me was the one on the green pipe, which is why I do it first, there's a lot of small adjustments I had to do to make sure I wasn't going too fast or too slow, and that I wasn't getting too close to the middle of the circle. Once again it's something that made me wish I had something that tracks all my inputs on the controller. The one on the yellow pipe felt the easiest, but I didn't want to do it last because doing the middle section last always feels weird. It's much slower paced, but you still have to focus a lot so I also thought I would get nervous if I left it for last. Since you can do that part in one cycle it made me wonder if the other two were possible that way. That'd be interesting to see.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Cosmic Calamity #TP (0:00)
This first one was recorded before I got my 60fps capture card. The only hard trick is the walk off at the bottom right, but I mainly included it in the video cause I like low gravity.
Jank ChainChomp Precision (0:54)
No idea what's jank about it, but I like the level.
Crimson Conquest #TP (1:41)
A lot of unique stuff that doesn't get used often in precision crew levels, which is always appreciated. The jump from the top conveyor in the subworld killed me a lot, not sure if I just didn't know how to do it, or if it was really hard, but most likely the first thing.
Path to Exile (2:50)
A nice wall jump level. And getting through some of the tight gaps felt oddly satisfying, even if it wasn't all that difficult.
Precise P Switch Platforming (3:36)
P-Jump levels are always cool. This one was kinda difficult, specially the ending, but the level was fun and didn't take too long. I thought about saving this one for my next precision compilation, but it's probably better to include it here instead, just so that video won't be insanely long.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Dangerous castle (0:00)
A while back I mentioned that I wanted to play it until I saw the trump jump at the end. But while writing that I realized that there was a one way, so it wasn't an actual trump jump, so I changed my mind and decided to grind the level. The claw room reconfirmed for like the 100th time that claws are weird, because I would sometimes jump straight up from one, not move at all, and still die. I had a ton of deaths at the on/off room because I recreated it wrong but didn't want to bother going back to editor and practice it the right way, so that extended my clear time quite a bit. It wasn't too bad though, and the level was fun to grind.
Aggressive Abominations (1:44)
193's entry level to precision crew. It seems heavily inspired by Impregnated Descense but it's not as hard as it looks. Once you get used to the beginning you can make it to the pow drop fairly consistently, and the level gets quite a bit easier in comparison after that point. Most of the second half is just a bunch of line ups so there's not much to say about them. Luckily I only had one death at the last jump.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Including Dragonite at the end of a battle level was a nice way to test how much I've improved in the last 2 years. Back when the original Dragonite level was uploaded (at the end of 2018), it took me over 3 hours to clear, although I was very unlucky, tired and hungry at the time, if I had been at full health it would have taken less than half an hour. Another reason why I wanted to include Dragonite was because someone who heard how long Dragonite took me jokingly said that I should make Lance Battle after I uploaded Red Battle, because in the gen 2 games he has 3 Dragonite. Obviously I didn't even consider it but on the back of my mind I was like "would I be able to clear a battle level if Dragonite was in it?", I'm glad I finally have an answer to that question.
I know I called this my final trainer battle level earlier, but I actually made it and clear checked it before Blaine, Clair and Giovanni. It's just the last one to get its clear video, because it's probably the hardest out of all my new ones. It's easier than Red and Blue, but I still expected the number of deaths at the second half to reach triple digits, somehow that didn't happen though, I actually had just under 50 of those, 49. I only had 6 deaths at Dragonite, so I was proud of that, much better than my 15 deaths at Tyranitar and my 64 deaths at Mewtwo, which were the final Pokémon in Blue Battle and Red Battle respectively. I wasn't proud of dying for the first time ever to the 1 frame jump at the end of one of these though. It was so dumb because, somehow, even while being three days into the grind, I didn't even consider practicing that once. Going back and forth between SMM1 and SMM2 messes up my muscle memory even for this. The moment I opened that last key door I was like "Oh, I haven't done this trick in 2 months" and obviously that was a bad idea... Well, at least it was only one death there.
Here are the changes I had to do to each section to make up for the lack of key coins:
In Clefable I removed the ground below the L to force going over it. I put a pow block on the first E and a p-switch on the A.
Gengar is basically the same, except I removed the cheese no one noticed in 2 years, which even I didn't know about, funny how I keep learning new things about these levels even now. But I also nerfed one jump, I see Gengar and Alakazam as counterparts, and both of them have a pretty similar difficulty, so I thought it made sense to nerf one jump in Green's Gengar since I also nerfed one jump in Blue's Alakazam.
On Victreebel I removed the ground below the V and the last E to force the player to go inside and over the letters.
On Ninetales I removed the coin in the second N because getting it was free, so there's no reason to have it. I also put pow blocks in both E's.
In Kangaskhan I put a muncher stack below the second A to force going over it and a p-switch you need to press inside the G. I couldn't find a replacement for the coin between the S and the the second K, so that jump is missing, but at least the G was kinda buffed by including that p-switch, which killed me in some embarassing ways, so that probably makes up for it.
In Dragonite I put the first coin inside the R, and question block below it... I'm not sure why, I think I had a different setup, but then changed another setup earlier in the level to something more efficient and forgot to change back the R in Dragonite. How am I only now noticing this? Well, the original setup never killed me anyway, and it never will, so I guess it doesn't matter. The only other change to Dragonite was that I added a p-switch in the A.
So I mentioned uploading another level quite a few times in this game, one that I also made back in 2019, and I've already clear checked it too, but I'll wait until the end of the month to post it. That will truly be my final SMM1 level. It's sad to know they'll be shutting down uploads soon. I'll have to mention it again after posting my final level. It's not Yellow Battle though, it's true I haven't included most of her Pokémon in battle levels, but I don't know much about the Pokémon Adventures manga, and it would be too easy anyway.
TWITCH: twitch.tv/the_z7
The process to select which Pokémon to include in Giovanni's team was pretty simple compared to Blaine and Clair. For those two I picked Pokémon from many of their different teams, but for Giovanni I simply took his team from Pokémon Yellow and added Marowak, which he used in another game. At first I added Golem because it was harder, but I hate how I made Golem originally, Marowak is much cooler. My goal with these trainer battle levels isn't to make impossible levels, but more to show off some of my favorite levels from the poké-precision series, them turning out to be really hard is just a bonus.
These are some of the changes I had to make due to the lack of key coins:
In Dugtrio I put a question block containing a p-switch above the U, a bomb inside the G and a blue skull on a track. I also gave the key to the mole in the R, so it's a bit harder than in the original version where you could just get the coin without even interacting with the mole.
In Nidoqueen I also put a question block containing a p-switch in the O, then I removed some of the ground below the Q and the U, and also removed the troll block.
In Rhydon I changed one of the spikes in the Y to a question block with a key, and removed the coin above the N because getting it was free anyway, might as well not be there.
In Marowak I removed the ground below the M and below the second A to force you to go through both A's, and I put a pow block on the R.
In Persian I removed the coin above the P, just like the last coin in Rhydon, getting it was free. I also removed the coin above the A but gave the koopa a key, so you still have to jump over the A to throw the shell at the weird contraption on the N to kill it. That took a very long time to come up with, but it ensures you can't bring the shell to the final room, so it was necessary.
In Nidoking I removed the ground below the D, the O and the K to force the player to go over them. I added a piranha on top of the O so you have to go inside the O to kill it. I also made the ending less dumb, so even if you stop in the middle of the G you can still make it to the door.
Grinding Giovanni battle was a weird experience, compared to other battle levels. I felt like I'd get stuck in the first 2 Pokémon for so long, while in other battle levels I could get to the third or fourth Pokémon relatively consistently. I guess it's because Dugtrio and Nidoqueen are so long, for reference, in my clear it takes 69 seconds (nice) to get to Rhydon, and in all the other trainer battles getting to third Pokémon takes less than a minute. So after I cleared this I played my videos of Red, Blue, Green and Giovanni Battle all at the same time, and I was surprised to see that this was the shortest of them. I was only thinking about how long the beginning was and I didn't notice how quick Rhydon, Marowak and Persian go by, but seems like I do those in 67 seconds, which is almost the same time it takes to do Dugtrio and Nidoqueen. So it's not that I was dying a lot to them, like I thought, it's just that they're naturally long.
Another silly thing that happened during the grind was when I said the second half was free, but then I ended up having more deaths past the second half than I did in Green Battle. So I was wondering which is harder, Giovanni Battle or Green Battle? I believe Giovanni took longer, but that's probably because I got pretty unlucky with the second half, I even died 3 times getting the last key and another 3 times to the shell jump. Going back and forth between SMM1 and SMM2 destroys my muscle memory with kaizo tricks. Another example of that was the p-switch jump at the end of Nidoqueen, I played the original level like 10 times back in the SMM1 days and I never once failed that p-jump, but when I came back to grind Giovanni Battle it took a long time to get consistent at it, but I was still failing it a lot. SMM2 ruined everything. :p
TWITCH: twitch.tv/the_z7
I really like how half of it is underwater just like in Misty Battle, which I uploaded 2 years ago. But because of my self-imposed rule of not using repeats, this level made me wish I didn't make Misty Battle, just so I would have been able to include Gyarados here. Looking back at it, Gyarados and Starmie are the only cool parts of Misty Battle, while the rest seems like filler, and by filler I mean that they're not as interesting to watch as those two. Plus having Vaporeon in Misty Battle is part of the reason I had to include Jolteon in Blaine Battle, which obviously looks out of place. Then again, if Gyarados and Kingdra were both in the same level, the item swimming could get too repetitive, so maybe this outcome is not as bad as I thought. Also if I didn't make Green Battle I could have included Dragonite too, but I don't regret making that one because Green is cool.
Anyway, because of the lack of key coins, here are the changes I had to make for some of the setups to replicate what they were like in the original levels:
In Dragonair I put a pow block in the first R, I put a p-switch in the N and block with a bomb in the i, all of which you need to hit to progress in the level.
In Ampharos I put a chain chomp over the P, which can actually kill you even after you hit the block below it, so you may have to be careful and wait a cycle before you run under it. I added a note block with a p-switch you need in the O, actually I don't know why I put it in a note block, but better be safe than sorry, I guess. And I put a pow block in the second A to kill the muncher.
In Crobat I put a question block on the C, which contains a p-switch that lets you get the coin in the R, and I put a pow block on the B that kills the piranhas on the A and the T.
In Lapras I had to put saws everywhere to make sure you couldn't take the buzzy beetle everywhere, the original level was SMB1 style so this wasn't an issue because Mario can't hold items there. I had to change the blooper in the L I had to a piranha because SMB3 bloopers are not as tall as SMB1 bloopers. I put a muncher in the note block in the A that, when released, it causes the bomb to blow up a pow block that opens up the path. I put piranhas on top of the R to prevent the player from taking the shell out and I put another piranha on top of the A that you kill by hitting the question block. At the end there's a contraption that the shell has to go into to get the key... Yeah, that's a lot of changes just on Lapras, it probably seems simple, but coming up with all of them while also making sure the letters were still readable made Clair Battle take longer to create than it took to beat, which was still a long time, but it was a nice change of pace.
Finally Kingdra is basically the same as the original, yay.
In this level Crobat is the odd one out. Clair has never used a Crobat in any game. Why is it here? I don't know, other options were Gyarados, Dragonite, Charizard, Nidoking, Rhydon and Arcanine, all of which I had already included in other trainer battle levels. The only option I had left was Aerodactyl, which I thought was too easy, so I put Crobat, basically the same reason why Magmar wasn't in Blaine Battle. So this level could have been even better, but I still like how it turned out, and playing it after so much SMM2 it reminded me how big the top and bottom of spike hitboxes were in SMM1 water levels, entering the P in Lapras killed me so many times.
TWITCH: twitch.tv/the_z7
After I uploaded Blue Battle, my plan was to upload "The Z7 is bad. Double" and "ev_brak's Donut Dash Double", and possibly one other level. Then I noticed "Mewtwo Double" was unfinished, and made "MissingNo. Double". Once I clear checked those two I thought it would be cool to make Ash's team from the current season of the Pokémon anime, because (spoiler alert) he has a Gengar and a Dragonite, and it would be really interesting to include those two in a battle level. A few days later ShyGuy suggested making Green Battle, to which I said no, until I noticed she had a Gengar on her team, and Blastoise, which I had already included in Red Battle, so I could justifiably replace it with a Dragonite, as I didn't want repeats.
Almost immediately after I finished the creation process for Green Battle I decided to also create Giovanni's team just so I could have Dugtrio, Nidoqueen and Nidoking in the same level. I didn't want to grind them yet so I went back to SMM2 thinking the creation madness was over. A few weeks passed and I returned to SMM1 again, clear checked Green Battle and Giovanni Battle, but I wasn't satisfied. For some reason it felt like I HAD to make more, having such a short time left for uploading in SMM1, I wanted to make as much as possible out of it. Anyway, I'll get into the details of each level grind in their respective video, this time it's Blaine.
The pokémon included in Blaine's team are a combination of different teams he's used across multiple games. But I also included Jolteon because I felt weird having Vaporeon in Misty Battle, Flareon in Blaine Battle, and Jolteon nowhere, and this is where Jolteon fit best on out of my 4 new levels. It probably makes no sense, but it's a lot more interesting than if I had included Magmar, which would have been a free section. Originally I also didn't include Rapidash and had Blissey instead, because Blaine has a Chansey in one of his teams, but that got too annoying, and reverting to Chansey would also be too easy, so I settled for Rapidash instead.
As per usual I had to change some setups in order to make up for the lack of key coins / keys, and these were some of them:
In Magcargo I added a piranha plant and a saw to force going over the letters as coins were originally there. I also forced going inside the R by putting a pow block on top of it and some munchers blocking a key in the O.
Rapidash is basically the same.
In Houndoom I replaced the key in the first O with a p-switch you have to press to turn the bricks into coins. And I changed the buzzy beetle in the second O and put a bob-omb instead so you couldn't take a shell to the next room.
In Jolteon I put a p-switch in the first O and another one in the E, both of which are required to progress in the level.
In Flareon I added a pipe with a sideways spring because the sprite limit wouldn't let me add two sideways springs like in the original (the burners in Houndoom are like half of the sprites in the level :p). And the final change was putting a p-switch in the R.
Overall this is the shortest and probably the easiest trainer battle that I've made, and it would have been one of the hardest if I had kept Blissey, but I'm glad I didn't. It's still a very difficult level but I think anyone could beat it if they just touch the goal.
TWITCH: twitch.tv/the_z7
Nightmare Before Christmas #TP (0:00)
I like the conveyor parts, it's not something I see used much in precision crew. I was lucky and didn't die on the last trick. But maybe it's easier than it seems, I don't know.
More Than One Can Bear #TP (0:58)
This one's pretty cool. Whenever I missed the 4th key coin, which happened a lot; I'd keep playing to practice the last 10 seconds of the level, so my only deaths there were at the bomb because I was dumb and didn't want to use the platform before it.
Moonage Daydream #TP (2:00)
Another cool low gravity level with a tough ending. This level actually took me longer than Necropolis, because it was the first thing I played after not touching this game in like 2 weeks (I was playing SMM1), but it's probably a bit easier than it. I had like 5 deaths on the last trick.
Necropolis #TP (2:54)
The sequel to Erebus Dungeon, which I cleared on a previous video. It's apparently much harder, but I beat it in half the time. I guess it helped that I watched a streamer grinding this for several hours before I played it. Image training can be pretty good for me, it won't make always make a level free, but it has the potential to shorten the grind time significantly, which is probably what happened in this case.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I wanted to play his new soup castle precision level too, but lost all interest when I saw the trump jump at the end. Although I just rewatched the clear after writing that first sentence and noticed there's a one way... He even goes out of his way to show the one way in editor so uh, probably my fault for not watching all the way through the video, I tend to close a tab immediately if I see a trump jump in SMM2, should I change that? I won't, but that level made me think about it at least. So I'll probably play it soon.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Treetop Terror - ★☆☆☆☆ (0:00)
When this creator uploaded his super world to the precision crew discord he said the bonus levels were impossible so avoided them entirely so I could play them outside of the super world. Once I played this one I thought it wasn't that difficult so it seemed like the creator's comment was a joke. This level only took a few minutes, but I expected the levels would become more difficult.
Spikes and Tracks - ★★☆☆☆ (1:11)
This level took a bit longer, was mostly because I randomly forgot how to do one of the line ups. Once I remembered where to stand though it wasn't too bad. Didn't want to die at the end though so I took my time analyzing the last tricks before doing them.
Red World of Pain - ★★★☆☆ (2:02)
This one also took longer because the level has more sections to learn. But I never died past the burners at the end of the subworld outside of practice, so I'm not sure how hard the ending really is. Also I have to mention this, I like that there's no SMB1 castle music.
Cells on Attack - ★★★★☆ (3:21)
This was the first level where I was like "okay, I guess you could call this one impossible". I don't think it's that much harder than everything else, but when I got to this point, I was already pretty tired, so it destroyed me. So out of the 5 levels in this video this one took me the longest, but I think the next one is much harder.
Tricky Thicket - ★★★★★ (4:44)
The final bonus level and the most difficult one of them. It took less time than the previous level, but I think I got a bit lucky with the ending. I usually suck at tight swims like the one under the last saw, but in this level that didn't kill me outside of practice. I could probably say that it's thanks to using the practice doors so much, but nah, it felt like I was going to die that attempt, so I'll just call it luck. The rest of the level is not free either, there's a few tight jumps. I struggled the most getting the ground pound after the P-switch gets hit because I thought I needed a second twirl, but once I realized it wasn't necessary the trick became much easier. Getting the second coin was hard too, I kept activating the thwomp on my way down, which you don't want to do. Overall this was probably my favorite bonus level, it was more unique than the other 4 and not taking me as long as the previous one probably helped it a bit in my mind too.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
At the Bottom (0:00)
Not much to say about this one, but it was fun.
Nightmare House (0:55)
I know this was made only a month ago, and people have been waiting a year to see a Nightmare House clear from me, so the timeline doesn't match up. But this level is called Nightmare House so it counts. The level was fine, but I'm not sure why people waited a year to see this.
Madness Opus (2:22)
When Anemia uploaded this he said it was his new hardest level, but I was streaming at the time so I didn't get to try it until several hours later. Once I became able to play it, obviously the first thing I did was remake the level in editor so I could practice it. Honestly I thought the difficulty difference between this and Sad Satan would be much bigger, yeah, it was still harder than it, just not by that much. But he did say he had to nerf it, so I guess it makes sense. I had some really good attempts early on in the grind, I was getting to the second on/off switch very often, so I thought I would be done soon, but then there was a moment where I just couldn't get the jump between the piranhas right before the first door. I was stuck there for a while, even though that's not even the hardest jump. Eventually I rebuilt my consistency on it, and started getting good runs again. I beat the level shortly after that with 4 prenais, but no nais fortunately.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I avoided this level for a few weeks because big Mario's hitbox makes some jumps a lot tighter. Mainly the edge landings next to saws, and the buffer jumps. I was able to get used to the tighter edge landings relatively quickly, but the buffer jumps took a lot of practice. Since you have to be holding run the whole time to keep the blooper alive, it's very easy to get too much momentum, which will make you jump just high enough to kill the blooper with the plants above you, even if you timed the buffer jump correctly. Eventually I decided to remap down to ZL and R to jump, which made it a lot more manageable as I only had to focus on tapping left and timing my jumps while I held ZL to stay ducked and Y to keep the blooper.
The rest of the level isn't free, a lot of jumps are still tighter than they seem, but at least I knew how to do the hard tricks now. And I was sure that if I made it to the last trick I'd clear the level on that attempt. But nah, turns out that fast paced section was also pretty tight, so I had quite a few runs where I was barely too slow and the red blocks turned off so I couldn't get in the door. I also died on the 4 ice block jump a lot for some reason. But after all those silly deaths I cleared the level. It looks pretty cool when you get it, and we don't often see power up precision levels, which is why I decided to upload my clear video of it.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I was going to call this my forgotten alt account but the term obscure is probably more fitting, because I rarely mentioned it even when I was actively playing SMM1. Honestly though, creating this alt account was the first step towards something greater, at first I made it just to upload dumb consistency levels and unoriginal ideas. But then I left the account alone for almost a year, and in that time the word precision craze started, and I, along with another group of people, made alt accounts just to upload dozens of word precision levels. I'm pretty sure I wouldn't have been part of that group if I didn't already have another alt account, I would have uploaded word precision in my main account, and run out of upload slots. So there would have been way less word precision around. I remember telling someone who had 5 accounts that there was no reason to have those if they still had upload slots on their main account. But I understood them now.
ZzZzZzZ was to make garbage without infecting my main account with it. And 7Z was so I wouldn't fill my main account with easy word precision levels. I then went on to make two more alt accounts, to bring the poké-precision series to life. I ended up with over 180 word precision levels in SMM1, 3 of them are in this video. And all of this only happened because I started agreeing with the idea of separating certain levels from your main account if you want to keep the current standards on it. Thanks to this alt account... or thanks to me hating consistency levels. Was that too long of an explanation for why I didn't want to say I had forgotten about this alt account? Probably, I could have just said "I didn't forget". Anyway, I guess I should talk about the actual levels in the video now.
Wikes Spaifu Double (0:00)
Rewatching my clear of this level I couldn't believe I did this in 2017, it made me wonder how hard this is compared to the stuff I've made in the last 3 years, I like to think I've improved a lot, but even now this would take hours. This already had its own clear video, but since I'm showcasing 4 more double levels, it made sense to include it here too. For this double I actually buffed a lot of things from the original version, I didn't do that for the other 4. This was also recorded before I got my new capture card so it's not 60fps, everything else in this video is though. So what's Wikes Spaifu? A joke Braden made by switching the letters of Spikes Waifu.
The Z7 is bad. Double (2:15)
I made this in 2018, and it was actually a triple, and also a buffed version of the original, but just like with Mewtwo, I changed my mind and decided to focus on other things. This is probably the easiest level in the video though.
Mewtwo Double (3:56)
When I said I had 2 levels left to clear check in SMM1 and a secret third level that might get scrapped, this wasn't it. I made it in 2019 and it was going to be a double of the pre-nerf version of Mewtwo, but I brought back the nerfs and then I actually it existed. I probably blocked it from my mind after I made Blue Battle. I also forgot to add a way to reach the goal after the second Mewtwo, so I had to beat this twice, that's why the ending is shaped like an L.
ev_brak's Donut Dash Double (5:51)
The original version took me 7 attempts, so at some point last season brak said he wondered how long it would take me if I tried it again, and I said I'd be more interested in seeing how long a double version of it would take. I created it shortly after that but never tried it until just earlier this week. No, it didn't take 7 or 14 attempts.
MissingNo. Double (7:26)
I miss the disco sound effect tbh. I made this after clearing my other 3 double levels and realizing Mew Double was too hard. I found it funny that Fritzef did this one first. It took me longer than the other 3 new ones, mainly because I haven't done midairs in forever, and I was doing the SMM2 shell jump timing, which is much earlier. Also I made sure to lower the audio for this part of the video and to show what the level looks like in editor in case people don't know why I'm taking such a weird path.
TWITCH: twitch.tv/the_z7
Collapsing Tower #TeamPrecision (0:00)
I wanted to include this in a precision compilation but it's a bit long and on top of that I play really slow because in this attempt I was still learning the level. This was recorded in 30fps because I played it before I got my new capture card.
Ice-9 (1:39)
This one is a bit harder than Collapsing Tower, and also cooler. The first section is probably the hardest part, but once you make it through the big piranha plants the level becomes a lot more manageable. Thankfully I only died 5 times in the second section, in really dumb ways though, like walking off the E and the 9. But at least I didn't die to the buffer jump, so that was nice.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
2 days after I clear checked Blue battle in SMM1, this was uploaded and the maker said it took him 13 hours and since Blue Battle is one of my longest level grinds so far, I decided to just ignore this level for a while. I didn't even watch the clear video, so I wasn't sure how hard the level really was. I wanted to focus on making my final precision crew level anyway. A few weeks later I finally watched the clear video of this and it wasn't nearly as bad as I had imagined. I thought it would be impossible, but it was just a long level with a lot of timings to learn.
The level lets you practice the later sections, but they are very long and the idea of going through a door and pipe transition everytime I wanted to practice wasn't very appealing. Besides there were only two or three tricks I wanted to practice from each section. So I remade those tricks instead, overall it probably saved way more time than using the practice doors in this case. Despite all that, I thought the level was cool, and some of the hard jumps were very satisfying. We also rarely get extended low gravity levels, so seeing one was nice.
I had 3 deaths at the last jump, one where I hit the bottom of the icicle, one where I hit the podoboo, and the third one, which I show at the beginning of the video, felt like it was good, but looking back at the footage I wasn't as close to the middle of the pipe as I thought. I wasn't going to include it, but since I already went out of my way to find it, I figured I might as well.
Crazy that season 1 of 2020 is finally over, I didn't think it was going to end. Hopefully season 2 will have less filler, and the major arcs won't be as terrible. For some reason this second season is being called "2021" by people, but I'm not sure if I like that name.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
In case there's people that don't know, I'll explain the title. Joycon Boyz is a meme that spawned from Etika's community. Etika was a great streamer known for his reactions to anything he watched, most notably Nintendo directs, and he was a great person in general. He was also known outside of gaming communities though, sometimes I see One Piece youtubers wearing his merch, which is a nice surprise. Speaking of One Piece, chapter 1000... Aaah! Anyway, unfortunately Etika passed away in June 2019, so I thought about uploading this level in June 2021, but I'm not sure if I'll still be playing by then.
I usually plan level releases a few months in advance so that the creation process won't be as long as when I sit down in editor with nothing in mind. After I uploaded my "birthday level", I decided what my final precision crew levels would be, aside from the poké-precision. One was of course, the Ninja tweet, and my other idea was to make pixel art precision of the Joycon Boyz logo as "celebration" for having used joycons for a year. I got a new controller about a month ago, but I still wanted to make this. Then I remembered when someone said that they play with a pro controller, except when they clear check levels, where they use joycons to make sure people who don't have any other controllers won't struggle. And I felt inspired to do the same. It's a bit late to start doing that, cause I uploaded all of my 2019 levels with a different controller, but I have gone back to them and cleared them with joycons. As for my 2020 levels, I had no choice, joycons were the only thing I had for most of the year. That means they should be free clears for basically anyone.
Didn't mean to go off on a tangent, so as I was saying earlier, my original plan was to make pixel art precision of the Joycon Boyz logo. Then I realized that would have been just another word precision all over again, just like my 5 most recent levels. And since I knew that this would be my final crew level I wanted it to be something more unique, and I landed on power up precision, it's definitely not something I or anyone does too much of. Even with the power ups that were added to the game in april, I never felt inspired to use them.
The SMB2 section is lazy, but whenever I use that power up I can't think of anything, and even this took a long time to come up with somehow, luckily I thought to add a jump to it a few minutes before I cleared the level. The Link section is definitely the hardest part, I'm not sure why I made it like this when my plan was to make this an easy level, but at least it looks cool. The boot section was mainly added cause I still feel a little weird about deleting my first level, which was just this but for 35 seconds and upside down. The superball section is where I decided to ruin the level by adding 2 line ups, not many ideas for this power up. And finally the big boy section, this killed me way more than it should have in attempts, the icicles always destroyed me, unless I was practicing in editor. In the original ending the note block wasn't on a track, so the p-switch was bouncing the whole time, meaning you had to awkwardly time destroying the block or get lucky. So the change was more of a cleanse than a nerf.
Looking back at my profile, the last 2 months seem like a repeat of 2019. Poké-Precision in November, and a power up level with practice sections in December. The difficulty happens to be pretty similar too, both levels have a 70s timer and both were uploaded 10 minutes past midnight of their respective day (in my time zone). And none of that was intentional, but I'll pretend that it was, cause why not? Finishing 2020 with 20 levels uploaded was intentional though.
I ran out of space in the description of my previous video so I couldn't mention this, but yes, I got a new capture card, one capable of recording at 60fps. Not every future video will be 60fps though, as I still have some unreleased videos that were recorded before I got my new capture card. My old one lasted me nearly 4 years, so I hope this new one lasts at least that long as well.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
So what's harder? Red Battle or Blue Battle?
Blue Battle was harder for me even though it took less time, because it's hard the whole way through, and in Red Battle only the last section is super hard, but probably depends on the player.
If you've been watching me since the SMM1 days, or if you've been on my streams, you might recognize the name Red Battle, because anytime someone asked me what was the hardest level I had cleared, that would be my answer. I've made hard levels in SMM2, but even with the garbage hitboxes I don't think they compare to Red Battle. And while seeing that question all the time could get annoying, it served as a constant reminder that I wasn't able to upload Blue Battle before SMM2 came out and that I had to come back to SMM1 to do it. Originally I was planning to come back after my endless expert quest, but Nintendo recently announced they would remove the ability to upload levels after March 2021, forcing me to get this done sooner. I plan to upload at least 2 more levels in SMM1, maybe 3, but I never said what the third one is, so I might scrap it. As for the other 2 I promised I would upload them, so that will happen soon. At least I took care of the hardest unfinished business already.
If you're a fan of Pokémon you probably know that Blue doesn't use this team in any game, and you'd be correct. For his team I tried to include some of his most common Pokémon, but without starters and without Gyarados, because that would require making the subworld underwater. I would have loved to include it, but having only one Pokémon in the subworld would be a waste, which is why I made Misty Battle, half of that level is underwater. Anyway, I had a lot of options for Blue, but I picked some of the stronger ones. Slowbro may seem like a questionable pick, because Blue only uses it in a spin-off game, Pokémon Stadium, but aside from Blastoise, it's the only water type Blue uses that wasn't underwater in poké-precision form.
Just like in Red, I tried to make the sections as similar as possible to the original levels, but because you can only have 10 key coins, and 7 keys (not counting the one from the coins), I had to get creative again and change some setups. So I'll talk about that here:
The Blue section was taken from a level I made on my 7Z account but I added a 2 frame jump at the beginning.
Arcanine is the same, except I removed 3 useless key coins, in the original level there was no way to avoid them, so there's also no need to include them.
On Alakazam I removed the coin at the L cause it was also useless in the original level. I added munchers and a pow block at the Z to force the player to still go inside it. And there was also one major nerf here, one jump that I could barely get, and when I did, I'd be too nervous for the rest of the level, prior to the nerf I spent over 15 hours on Blue Battle (back in 2019), and never made it halfway through the level. So whenever this level got brought up in conversation I said that I'd nerf that jump the moment I came back to this game, and that if the nerf made me clear the level too fast, I'd change the jump back to its original form. Anyway, what I'm trying to say is that it wasn't a last minute decision nerf, and it also didn't make the level free.
Exeggutor is basically the same. And it used to be the fourth Pokémon in the level, but after having 120 deaths on it, (yes, I counted), I decided to switch its position with Machamp. So yeah, Blue Battle made me realize how free Machamp was and how hard Exeggutor was.
On Machamp the changes were pretty simple, and barely noticeable even if you've played the original version, there's basically just an extra layer of munchers and more pows.
On Slowbro I added a p-switch at the first O, and the pow block at the B, which means you have to do the W before the O. This is the easiest section of the level, but it still killed me 13 times. Over half of those deaths were pretty dumb though. I always thought that if I was going to die to Slowbro it would be to the W, but that only killed me twice...
On Tyranitar I changed the pow drop to a p jump, and added a p-switch at the second T, the original level used to have a brick block and a coin there. Overall the section is harder than in the original version because it makes you race against two p-switch timers. I had 15 deaths on Tyranitar. The first of them died to the final jump of it, and at that point it was my 9th death on the second half, the other 8 times were on Exeggutor. In total I ended up having over 150 deaths on the second half, which wasn't surprising, as something similar happened during my Red Battle grind.
TWITCH: twitch.tv/the_z7
Modular Mansion by Dr. Pigeon (00:00)
I was going to include this in my previous compilation, but I forgot about it so I saved it for this one instead. I like that the claws aren't dumb on this one.
A Warm Welcoming by Noblo888 (00:49)
Cute one screen which looks cool if you go fast.
Zinc White - PW4 by Theo(u)ry (01:08)
The shell jumps at the beginning are as awkward as they look, maybe more, but not that difficult after I got used to them. It gets easier after that, but I did have to remake the ending cause it wasn't very blind friendly and there was no clear video.
Mourning Palace by _mr j (01:54)
SMB1 castle... But there's no music! Nice.
Zucaritas con plátano by NobleD4 (02:45)
I don't know why but I kept trying the buffer jump chains without ducking, which gave me too much momentum and made me hit the spike ceilings more often. Turns out that wasn't necessary. [Insert my usual complaint about SMB1 castle music] in the subworld.
Death and Regret by Foxes (04:07)
I was doing the rooms in random order every attempt, and sometimes forgot which rooms I had done, so I went back into the first room after doing the second one during my clear. Unsurprisingly Bowser sniped me right in front of the goal once. I knew it would happen even before I played the level, so I wasn't really frustrated or surprised.
A Dark Winters Day! #TP by KrispyRice (06:05)
This looks crazy, but aside from a few jumps, it's basically just a patience test with a scary ending because I was holding right after the door and didn't know there was more, but luckily I was able to react just in time to jump.
Square²’s Midnight Stroll by Nyoo (06:55)
I was waiting for Square to get first clear, but I got tired of waiting and played it anyway. Most of my attempts died at the mushroom walk off, it's a lot harder than it looks for me.
A Walk In The Park #TP by Hunggaming (07:45)
Based on the description I expected something more difficult. Maybe I got lucky clearing it so fast though, I don't know.
Petty precision: Parallax perch by gr8blkpit (08:21)
Cool one screen level.
Bullyville Metropolis #TP by Millmousse (08:53)
I only included this level in the video so there would be at least one 3DW level. Also I wish I watched the maker's clear video before I played this, I did harder strats for a few tricks. Seems like you can just do a line up and roll for the ending, but luckily my strat worked second try.
Clowncar Forest by MilMario (10:04)
I wasn't sure if I wanted to include this one, but I don't see clown car precision too often, so why not? Also I didn't go as slow as I remembered, so it's probably fine.
Thorn of Heracles'n by Jayfire (10:49)
Cool one screen with a scary door entry.
抜足差足 by Stythe (11:14)
A lot of lining up, it's not pixel perfect at least, so it doesn't waste too much time. I'm surprised I didn't die at the end.
Intervening Issues by J.Z.G. (11:54)
The first few jumps in this are pretty tight, the rest is not too bad.
Volcanic Voyage by Raηdom (12:27)
Hard level, hard ending.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Super Succulent Slippery Steps (0:00)
Interesting level name, cool level. I had one death at the end of it.
SPOOKY (0:45)
Usually not a fan of dark levels, but this one was fine, aside from the fact that I couldn't see the 4th coin the first time I got to the end. I guess that's my fault though, for not paying enough attention.
Kuwanger's Cliff #TP (1:31)
Not much precision but whatever. I died once at the survival part.
Brak's Birthday Bonanza #TP (2:25)
I wanted to let brak get first clear so while waiting I remade the level and practiced it prior to doing attempts. So it only took a few minutes and I only had one nai.
Twister Precision 3 (3:05)
Definitely harder than 1 and 2. The hardest trick was landing next to the boo, but I also died a ton on the last jump. I was fairly consistent at most of the level though, so a nai and the clear happened on back to back attempts.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Here and There (0:00)
3DW level? Never thought I'd see Anemia make one of those, but as expected it's way better than both of my 3DW levels combined. I had one death at the last jump cause I was dumb and tried to do it without twirling. :p
Fear Factory (0:44)
This one is pretty simple, but still cool.
Terror Tract (1:36)
Apparently people struggled a bit with this one, I unfortunately didn't get to race cause I was getting destroyed by another level at the time. But I finally had time to try it a few days ago and got to the end in just minutes, so I decided to beat it without the checkpoints.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Space Oddity #TP (0:00)
I like low gravity, so I wish this level was longer.
Seth Pilgrimage #TP (0:40)
A few jumps were a bit harder than I was expecting thanks to the platform's momentum, and for some reason I couldn't stop failing the jump to the key door.
Ares Forge #TP (1:24)
I still don't like SMB1 castle music, but the level was fine.
7th Heaven #TP (2:10)
I like how each screen is only one trick. And I know a lot of people hate up pipes, so that alone makes the level even better. I only failed the last jump once.
Erebus Dungeon #TP (3:10)
Definitely the hardest of the 5. It seems very simple but a few of the jumps are pretty tight, specially the jump between saws. I died once on the last screen.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Frigid Frostland (0:00)
Very cool, I like levels that have icicles as the main obstacle instead of spikes, munchers or piranhas. Icicles are very underrated.
Anemia's Piranha Pit (0:44)
The jumps at the top left corner and the bottom right corner were pretty hard for me, the rest is relatively easy.
Bowser Jr.'s Bustling Base (1:29)
I played this with my new controller, which arrived a few days ago and I'm still not used to it, so it took a while. Thowmp precision is also underrated.
Abysmal Apparatus (2:36)
This level looks insane, but I got lucky and beat it pretty fast.
Overgrown Onslaught (3:20)
This one looks easy, but I was wrong and also got very unlucky, so it took a long time to clear I even decided to pause buffer for one jump, cause I didn't want to learn it normally.
The Fallen #TP (4:30)
J.Z.G. posted pictures of this level before he uploaded it, so I was able to practice it in advance. Unfortunately it was changed a bit in the final version, so my recreation was wrong and I had to relearn a few tricks, it became shorter overall though, which helped a lot. I didn't expect to beat this one as fast I did, even though I practiced it a lot, I also expected some deaths at the final jump, but there was none of that this time.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
The last letter originally didn't have a burner, it was a spike, but I added the burner because I didn't want people to think it was a trump jump, but the burner also doesn't nerf or buff it, it's just a change to the aesthetics. Most people don't know that a trump jump setup at the goal in SMB3 style is actually free, because the goal's hitbox is pretty tall. So yeah, for the ending if you just run off from the launcher and jump immediately you'll win, no need to adjust in the air. I wonder if you can get the checkpoint though, from my testing, it didn't seem possible, but I'm not sure.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
1-★ Haunted Artillery (0:00)
When I came across this level I noticed it was way harder than the 3 other levels I had played from world 1 so far. It took 3 game overs to make me realize it was an optional level, so I finished world 1 and beat it outside of the super world. Then I checked DrHazar's profile and noticed he had 4 other levels with a star on the name, so assuming they would be around the same difficulty as this one I decided to make a video. I had to beat this first level a second time to record it but I made sure to pause before touching the goal and edited the ending in the video to avoid inflating the clear rate. Not much else to say about the level, just that jumps are tighter than they seem.
2-★ Cold-blooded Demon (1:07)
I've always thought the goomba mask looked pretty dumb but the level would be way harder without it, so I didn't mind it. The level is pretty cool. I didn't die on the last room, even in practice, so maybe it was just a really easy room.
3-★ Duality (2:34)
This one only took a few attempts, I guess I got lucky. I only died once on the second half, and not much else to say about this one, I just like how it looks.
4-★ The 100 Jumps Hall (3:45)
I hope you like the coin sound. At first I wanted to beat this without ever going into the practice doors, but clearly that was a dumb idea since the level is so long. So instead I just gave myself a limit on how many times I could use them, but it barely mattered since a lot of the jumps were so easy. My farthest death was at coin 43.
5-★ Icarus Flight (6:02)
The final level, I had to watch the clear video because I had no idea what to do in some parts. I don't know how cape works. After watching his clear I went to the practice doors immediately, and most of the tricks weren't too hard to learn. I just couldn't get consistent at the second flight, but since I one shot the last trick in practice I got overconfident and went straight to attempts, so I had 5 deaths at the end.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I also had to recreate that trick with the clear pipe shell and the winged spring, but I couldn't find a consistent strat for it, probably because there isn't supposed to be one. Even Terry was saying he didn't know why he put that in the level. I'm glad the one time I got the trick in attempts I beat the level, but I almost died at the first "boss" after showing the kaizo blocks over it, which I only hit because otherwise someone would ask why I even bothered to fight Boom Boom.
So yeah, this is not a very hard level, but I can completely understand why it was uncleared for so long, figuring out where to go without editor would be too much work, and doing that weird shell spring trick blind would be even worse. Yet somehow, I still enjoyed playing this. Also apparently this is only my 4th video of the year to not include at least one precision crew level.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Indomitable Will (0:00)
Fun wall jumping level, learning it was a little weird, but I liked it. The only trick I found kinda hard was going below the muncher near the beginning.
Generic One Screen (0:52)
Just what you'd expect if you read the name.
A Bad Idea (1:25)
Not a bad idea, I would like to see more frog precision outside of water, for some reason, I don't know if I would make one though.
Aquamarine Alters (2:07)
A bit harder than it seems. Icicle and saw hitboxes aren't too big but trusting them too much results in a lot of deaths.
Shambhala (2:49)
Hard. A lot of the jumps near the end were very awkward for me, I spent forever in editor practicing them but I could rarely get them. The jump at 5:32 gave me the most trouble, every time I came up with a strat it wouldn't be very consistent so eventually I just tried to get lucky in attempts. Maybe I didn't have enough experience with some of the jumps, so the level took a long time, and I had 2 deaths at the end.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
I can't believe Mario Maker 1 is already 5 years old now, I was 17 when this game came out. And despite that they decided to make [4YMM] when Mario Maker 2 became one year old, what? It was closer to 5 years than it was to 4, and the last 4YMM levels were uploaded in the middle of august, which is even closer to 5 years. I feel like it would have made so much more sense if they started over from 1YMM or skipped 4YMM, but anyway, I didn't play most of those levels, but the topic is somewhat related so I wanted to bring it up.
SUPER MARIO MAKER 1 by Fritzef (0:00)
So I thought it'd be fun to revisit this game for its 5 year anniversary and play this word precision level Fritzef that has had my attention since it was uploaded, and I'm glad I finally tried it. The clear rate is pretty low, and one of the clears is even a hacker apparently, but it was not as hard as I expected, there's not as many people playing SMM1 anymore, so it's surprising to see a clear rate that low on a level that was uploaded this year. Getting used to the old spikes was pretty easy too, because the hitbox actually makes sense. There's only one really hard jump which is landing on the first A. After my nai, I proceeded to play worse for a long time, and ended up having like 4 more nais, but this game is fun, so I didn't mind the extra grind time. Just sad that Jumpu wasn't waiting for me at the end the level..
IT NEVER DIES by Fritzef (1:11)
Spinning with items, a trick that would be very useful in SMM2. And with that title it just made so much sense to play it on this videol. Having no delay for item throws is also really nice, but it took a while to get used to that again.
Keytzef by Bad Katz (1:51)
This was made by Katz on his alt account because Fritzef was addicted to key precision back in SMM1. I remembered this level's existence right before I posted this video, back in 2019 I wanted to put this in a compilation video, but I forgot about it everytime, so I made an unlisted video of it a few days later. I probably linked it somewhere, but I figured I'd add it to this video too so that more people can see it. Back then this was the second hardest word precision level I had cleared, key precision in SMM1 is actually harder than spike precision in SMM2. Take the second E for example, if you remade it in SMM2, you could hug the wall to get the line up easily, but if you hugged the wall in SMM1 you'd still get the left key, which is why I do a quick right tap. This level was basically the first time I ever did a line up but I didn't have visual cue for them at the time, so the F destroyed me. The last setup is very easy to cheese in SMM2, because in that game you can't go into doors if you're holding left or right, so you can bypass the anti key check that way even if you got every key, but in SMM1 it's not possible to cheese because even if you hold left or right you'll go in the door the moment you press up.
There's 3 levels I'd still like to upload, one of them being Blue Battle. That should be fun, I can't wait to do upload attempts.
TWITCH: twitch.tv/the_z7
Sky Scramble by Ggang! (00:00)
Slightly awkward beginning, but fun one screen overall.
Cryotherapy by _mr j (00:41)
I like that you have to do the second lap on the first screen faster.
Hand Me Down by Bearly (01:18)
Very confusing if you don't know what to do. I don't know if I would have cared enough to figure it out by myself if there was no clear video.
冷酷無情 by Stythe (02:06)
I don't know what the title means, but the level was easy for me.
Terminal Head Bruising by AWRussell (02:42)
This level was reuploaded like 100 times because of cheese. I know that has nothing to do with the content of the level, but I like pointing that out.
Les Fleurs du mal #TP by Quiet_Life (03:33)
I feel like I got lucky, a few of these jumps look impossible but I kept getting them somehow.
Froggo Go Go2 #TP by BPressel (04:30)
I wish there was no waiting at the beginning. Also the twisters at the end scared me, I thought I'd have to keep the frog suit to the end, but luckily that was not the case, or possible.
Cryogenian Catastrophe by Foxes (05:16)
I don't often exit a level just so I can record it, I usually just keep playing, but in this case I did because there's not many land frog levels, and this one looked pretty cool too.
Various Obstacles by Bizkit (06:02)
The survival at the beginning feels a little too long and too easy. I liked everything after that though.
Low Hanging Bizkits by ExpDruid (06:50)
Fun platform level, and thankfully it doesn't have the usual SMB1 castle music.
In The Shadows by Kuwanger_X (07:39)
Fun speedrun and decent use of twisters.
Precicicles #TI #TP by Zenomalous (08:22)
The first i took a while to learn, the second one is scary but not as hard, and the L was tricky. The rest of the level was pretty easy in comparison, but it's very long.
Insidious by Anemia (09:35)
Multi screen! I saw pictures of the level before playing but I was too lazy to remake it and it didn't seem too hard anyway, so I just remade the last jump, which allowed me to get it first try. I only had one death on the third screen, maybe I got lucky though.
Phantom Peak by Cruso (10:49)
Fun level. The creator deleted his video of the ending so had I to remake it from memory, but one part was wrong so I was nervous about missing the jump, but I knew the timing for it, so all I had to do was get the right jump height, and I did.
Souffle dans cassette #TP by Millmousse (11:55)
The blind jump was annoying so I decided to pause buffer for it. The vine line up isn't very fun either, Mario moves too much on vines. The piranha after that got me a few times, which made me want to pause buffer again, but ended up not needing it.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
"The Z7 is..." (0:00)
A parody of my SMM1 level called "The Z7 is bad." but it's harder, and the ending vine is a lot more unforgiving cause you only get one shot. I tried pause buffering for it, but still failed, and randomly got it without pause buffering on this attempt. Clearly luck.
Zeno's Fridge (1:21)
This one was much easier for me, some jumps in it are pretty scary though.
#64 Shyguynium (2:18)
Definitely the hardest of the 3. I remade the level a long time before I played it and the piranha icicle part destroyed me, I could rarely pull it off in practice, let alone do it on clear attempts. The first time made it past it I also got to the end of the level but died there. Unfortunate, because I was sure I wouldn't die there. Then I started failing the shell part, the thwomp part and even the skull ride somehow. It was bad, so it took a very long time to clear this level, I got destroyed by the second half, but at least I didn't have a second death at the end.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7
Grinding Grinder (0:00)
Pretty simple level in which I had one death at the last jump, then I remade the ending in editor to practice and beat it soon after that.
[10s] Havoc (0:44)
Clearly inspired by Impregnated Descense. I didn't remake it before playing so I wasted a lot of time until I finally changed my mind and remade it. Practice helped a lot, but it still took a while to beat the level because Ludwig kept sniping me at the end. I probably had like 20 or more deaths there.
My maker ID: 84L-SXT-PTF.
TWITCH: twitch.tv/the_z7


