Budoko
Super Mario Maker - Hard Blind Kaizo Race #97: Seven Spooky Pieces (Original Playthrough)
updated
Veteran players of the new soup style should have no issue with the tricks in this one. But I struggled with everything right down to the basics of wall jumping. It was pretty sad. I recall having many nais on CP2 as it was a mini speedrun precision after the pipe. I'm assuming the intended at the final thwomp was ground pound cancelling air stalls but I suck so much at it I went for regular air twirls.
Well it's crazy to think that there are only two more Saturday race levels left to be uploaded and this playlist library will be complete. Almost there bois!
supermariomakerbookmark.nintendo.net/courses/6369-0000-03DB-1E59
I found it funny how many times the first section, I threw the spring to bounce the bomb up instead of the actual trick. Good times. I missed CP1 pipe four times. I also screwed up CP2 pipe four times by grabbing the p switch instead of stepping on it. Unfortunately, no hattrick as I messed up the final pipe aka yattenai only three times. This was still during the time period where I wasn't using my trigger button so my spinning spring drop for the prior pipe was inconsistent and that was the boss for this level.
Well, I decided to include a second run of the level because, uh, good ol Cloondog at it again. There are hidden blocks there designed to stop it from happening, but it didn't go far enough to the left. Classic Clooj.
Clear time: 52 mins / 40 mins
Level Maker: Clooj
Level code: supermariomakerbookmark.nintendo.net/courses/84BF-0000-03A7-DCD7
I assume there is some way to cheese section two with the spike helm, but I never found a consistent way. Long time viewers of these race levels know I have an issue with the cape. Specifically any trick that requires to throw an item and immediately re-pressing (Y) without activating the cape twirl. That pretty much was the boss of this level. Even in the clear footage, I almost didn't make the double floating shelljump (lucky shell was inside Mario's sprite I got the grab).
Sorry, the star power and 1 up sounds distracted me and I didn't see/forgot about the Yoshi. I'll remember to take care of the trash next time (hopefully).
Clear time: 2 hrs 30 mins / 19 mins
Level Maker: Lini
Level code: supermariomakerbookmark.nintendo.net/courses/78F3-0000-03B4-A849
So I didn't understand the momentum and timing of the first shell jump so I opted to go with the cheese strat, It gets dangerous though since I have to do a blind jump. Nothing of note in section two, although the coin block audio indicator designed to be hit from your reclaim can miss if you don't do the trick exactly as the creator.
Section three, well well well. It's not a normal Pete level without some major cheese. This one is easy to prevent with lots of options but either laziness or not caring, it was left open. I did include a bonus footage of doing the intended strat, albeit slightly off. I'm not entirely sure on the last trick but I'm assuming you grab the spring, drop it beside the p switch, land in the middle so you trigger the switch and jump of spring and continue the sequence. I made it easier by avoiding the spring drop.
I know the uploads are getting a lot lot slower these days but that's life for you. At least there's motivation to get them uploaded to avoid another catastrophe of losing footage again. Hopefully the next one will be sooner than 2 months...
Clear time: 1 hrs 1 mins / 23 mins
Level Maker: Pete
Level code: supermariomakerbookmark.nintendo.net/courses/A84D-0000-03ED-E718
Spliced clear segments from the November 2, 2018 Hard Blind Race. Original clear date unknown, re-cleared on March 28, 2022. What the hell Clooj, making me go left?
I had a chuckle at myself for never missing the yattenai in editor and then choking three times in a row in the actual run. Section one boss was the shelljump at the launcher where I would either miss the turnblock or not get enough height to get over. Section two boss was the beetle shell regrab from the mole ride. The timing didn't work for me most of the time, but if we ask Clooj, we know I was just doing it wrong. :D
Hopefully I never see a going left level ever again... (painful foreshadowing)
Clear time: 1 hrs 34 mins / 33 mins
Level Maker: Clooj
Level code: supermariomakerbookmark.nintendo.net/courses/5C1D-0000-03C4-BD26
Majority of deaths in this one were failed spin drops due to still not using jump and trigger buttons in unison properly. I would end up letting go of both too early so max height was not achieved.
I had to use one alt strat at the start of CP2 where I spindrop kicked a bomb to the left to collect a coin instead of the intended early drop and then catch. I just couldn't do it. My pause at the very end was for mental preparedness as I had three nais on what should be a simply sequence. I found ways to choke anyways.
Really fun level.
Clear time: 4 hrs 21 mins / 1 hr 39 mins
Level Maker: Fat Tony
Level code: supermariomakerbookmark.nintendo.net/courses/66BA-0000-03B0-D04D
supermariomakerbookmark.nintendo.net/courses/1155-0000-03C8-93A5
Level Maker: Lini
Clear time: 2 hrs 24 mins / 39 mins
It's been a long time coming but here we are. The final upload for the Euro Race level. Apologies that I can't pick out from what levels all the tricks are from but I do know that pretty much all my cheese strats were removed/fixed. CP2 death was removed since I one shot to the pipe.
For whoever is still watching/following this series, hope you enjoyed the ride with me as we officially close out one of the three Blind Kaizo Races.
Full playlist- youtube.com/playlist?list=PLhQ_OIF-AzUpAiG_a4wEu8xC2P5IBHh0S
supermariomakerbookmark.nintendo.net/courses/4D12-0000-03D3-E074
Level Maker: TearGasJaz
Clear time: 4 hrs 44 mins / 31 mins
Oh look, Teargas again. This level destroyed me on the first blind playthrough.
First section, this Teargas guy loves his reclaims. Choke point was getting momentum off the pow to do the spiny shell jump. And of course the cp nai trick where most deaths were from item collision. Only one nai on the replay.
Second section, I got punished for wanting to hug the wall for the spring jump only to get munched. Well we went for a slight cheese here by avoiding a pow drop and doing a shell jump instead. I still failed several times anyways. No cp2 nais.
Third section choke point may be hard to believe but it was the lava spring jump with Yoshi. The spring sinks too fast from doing a stationary spit so I had to use a running start. No nais on the Yoshi section and no yattenai on the final boss. I'm not sure if killing the goomba was intentional as I feel like the challenge was meant to be a moving wall to shell jump off. And yes, I opted to do a more precise spin jump instead of a simple shell jump off the muncher wall because I'm an idiot.
Pretty fun level. The highlight was definitely one of the recommended levels. Who would play that Terrible Level? Vince?
supermariomakerbookmark.nintendo.net/courses/F0B5-0000-03D2-9B6A
Level Maker: TearGasJaz
Clear time: 1 hr 22 mins / 1 hr 20 mins
Remember how I mentioned we'd be seeing more TearGas? Well here he is. Special shoutout to Carolina for sniping the resub alert into the clear video. I truly do not deserver the support, but thank you. Also, sorry I missed a hidden one up in section one.
Section two, that pow drop was nasty. Or rather because of how I prefer to do them ala max height jump against the wall. If I do that, into the spike I go, had to control jump it slightly. Immediately after that was final boss reclaim. I had 2 nais from throwing the last pow left instead of dropping for the door.
Sorry about section three, my editing software added an artifact for some reason, it's not in the original footage but nothing was lost. I was probably saying something stupid to Brak in chat, hence the delayed attempt. Majority of deaths was in the final sequence, missing the shelljump, missing the spring catch or even worse, the spring throw doesn't stay on the spiny. I had two yattenais failing the simple backshot.
Now previously, Teargas mentioned how almost all his levels have cheese. I didn't really see one here however in my desperate attempt to bullshit one, I added bonus footage at the end. This was actually a backup strat I had in case I missed catching the shell. What's the purpose of this? To avoid the insanely difficult backshot and instead doing a precise jump with a specific spring throw setup. Clearly, the easier option...
supermariomakerbookmark.nintendo.net/courses/82F6-0000-03DA-E516
Level Maker: Pete
Clear time: 1 hr 4 mins / 17 mins
A Pete level without cheese?! Kind of...
Section one boss was the reclaim. I also opted for a spindrop instead of the shell jump since doing one off a spin always felt like different timing for me, and I'm terrible at it.
Section two boss was surprising the backdrop. I actually got some weird results/interactions with that one way including the annoying "re-claim". One CP2 nai due to Thwomp precision. Hence, I went for a "cheese" strat to avoid a retriable shell jump.
Boss fight was whatever. I did find it impossible to do the shell drop against the interior wall since I would just veer into the spikes.
Dev pipe at the end?! Although I teased it a bit, that pipe above the axe is not active (as per editor). And with this, we have only one more Pete level and it happened to be the last Friday race level... you'll see how that one went. carlMoney
supermariomakerbookmark.nintendo.net/courses/F81A-0000-03D0-31B3
Level Maker: Trickbot
Clear time: 3 hrs 12 mins / 34 mins
The last time we see Trickbot in the BKR series and it's New Soup yet again. The first section was irritating in the original playthrough as I remember the bomb surf sequence had a problem. The big bomb would not blow up the pow (only one pow on the right). I did the sequence following all the directions and initially came to the conclusion that it would have benefited having a second pow on the left as the timing wasn't working. The actual answer/solution to where I went wrong was pretty stupid. Right at the start of the bomb surf, you see a pipe with 2 brick blocks to act as a ceiling. Every attempt, I did full jumps so I bonked the brick wall with the two bomb bounces and that actually wasted enough time that the bomb exploded too early before even reaching the pow. Madge.
Section two was my favourite of the level even though my biggest error was misdropping the spring. One pipe nai as I landed on the spikes, and several from spin drop fails. Final section, I recall the original run had momentum issues jumping off the dropped spring and making it across to throw the pow and grabbing the p switch. It really came down to me not pressing buttons correctly. And no true ending as that fire wall climb was pretty strict in spacing.
supermariomakerbookmark.nintendo.net/courses/98F9-0000-03E0-652A
Level Maker: Mars
Clear time: 2 hrs 5 mins / 49 mins
Took a bit of a break from video editing so apologies on the lateness. It's a new soup level, so I expected some pain. You will notice any place where the level maker intended ground pound stalling, I just did additional air twirls to avoid it. There were several CP2 nais from failing the pow drops.
The start of the final section was a bit of a struggle because of the dying dpad and the ground pound not registering. I had like 7 yattenais on the muncher jump/vertical pipe entry. I never realized there was a pity platform in the lava you can land on to get another chance at entering the pipe if you happened to miss it (including a chicken sound effect). I cut about 3 mins of failed fire flower wall climbing out so you will notice a splice at the end.
Not a tech level Pog.
supermariomakerbookmark.nintendo.net/courses/3D72-0000-03CB-ACBE
Level Maker: WutFace
Clear time: 4 hrs 14 mins / 1 hr 2 mins
Basically all the time spent on section one was at the Cp1 nai, the thwomp and bomb tricks. Now you will notice that the sequence also included the "1 up" trick that I usually find jank. I never got the "early re-claim jank" here don't know if there is a reason for that but that made me happy.
Section two, I remembered that in the original run I struggled at the mole on the track. Keeping enough forward momentum to throw the shell and land on it afterwards. Zero pipe nais this time.
Section 3, the latter part was the killer. Kept missing the pow on the shell throw and many many nais on the shelldrop into the yattenai. I would miss the spin grab with the spiny shell. In the OG clear, I had I believe 3 yattenais on the final spin drop, and on this run, I had zero!
Fun level by WutFace or insert other face names.
Section one, screw that reclaim and the spinning pow drop, but mostly the reclaim. Someone doesn't like reclaims.
Section two had an inconvenience at the mole on the track. Pretty sure this was caused by my different chosen timing, but I would often land on the mole but not pick up the beetle. That cost most of the runs but if I got a deep one, it immediately died at the slow Yoshi spit/bonk. When I finally got past that, huge relief as I had no nais on the pipe.
Section three... has anyone ever used level aesthetics as cheese? I decided to do it because, well pow drops. And the door was just to reset the beetle from waking up. I remember in the original clear, I died so many times to this running shell throw. The most consistent method for me is what you see in the clear run (heavily practiced). Started running from that position so the speed wasn't too fast, no jump and just throw. The final sequence was quite fun (and free) unless I missed the back tongue for the beetle shell. Pretty cool yattenai trick, which I did not fail.
One of Teargas's easier race levels... yes, easier...
Clear time: 4 hrs 39 mins / 1 hr 40 mins
Level Maker: TearGasJaz
Level code: supermariomakerbookmark.nintendo.net/courses/394C-0000-03D2-6AA6
First room was constant shell/bomb collision because I kept trying to throw at the indicator. I realized later that you just throw early so the shell is more under you to avoid that. Indicator could have been moved down one but it can't overlap the other one. You just have to know.
Second room final trick was super annoying, I decided to skip it altogether. Breaking the turnblock into an immediate spindrop just didn't work for me so I used the alt strat of damage boosting. Keeping the mushroom is not necessary which allowed this slight cheese.
Third room, I think you are meant to jump, throw bomb up late, regrab bomb as it's falling and throw it at the pow, bounce off mole and grab falling spring then do a drop as you're going up. Yeah screw that. Alt strat baby! Only tricky part is avoiding the spikes and not dropping the spring to the left.
Fourth room was a pain because of the Yoshi catch timing. Way too often I would get the catch but not good momentum and I would just hit the boo. After that, the Yoshi spring spit timing was difficult (I hold Y and use X to spit).
Fifth room was the fireflower. The actual tricks are not too difficult but god damn the spring jank. Many many many runs were killed from the spring upthrow getting stuck at the sideways spring. Not really a level fault but Maker physics. I also lost many runs from bumping into the giant plant at the end. Kind of wished it was moved over one but oh well.
Sixth room was very confusing. The track indicator as well as the "preview" boxes to tell you the order to jump on at least did help. The last part of the setup was also confusing as you have to activate both pows without losing your shellmet. It's so weird as I watched it back in slowmo and the sound effect for equipping the shellmet came way before it was even on Mario's head.
Final room was the dreaded cape float section. There is some jank here in that sometimes when you cape swipe the ? block, that sideways spring falls for some reason and knocks the beetle to the right so you can't grab it. As for the final sequence, what??? Is it intended to hit the turnblock to make the launcher fall? I ended up not using it so it made no sense. I know you can do the final sequence in different order and still get a good result. Anyways, shoutout to SCBlast who was in chat when I played this and helped with my cape technique as a lot of deaths were from my cape swiping after the shelljump and not grabbing the falling spring because of it.
I tried and missed the "true ending". Let that be my final salute to Morg. I tried your levels, and I successfully failed. Very fitting way to go out on.
Clear time: 2 hr 58 mins / 2 hr 9 mins
Level Maker: Morg
Level code: supermariomakerbookmark.nintendo.net/courses/F8F6-0000-03C8-918D
supermariomakerbookmark.nintendo.net/courses/5553-0000-03C3-B852
Level Maker: Clooj
Clear time: 56 mins / 24 mins
We got another Clooj special here. I was actually stumped for awhile on the first trick as the timing to land on the fish wasn't lining up. I forgot exactly what I had to do, something about holding or not holding the jump button which would delay my fall slightly so the fish would line up.
Section two had two problem spots for me. The classic kicking a shell a specific direction after bouncing off a spring and then maybe surprisingly the goomba at the end where I would land on it mid air instead of on the ground. You just had to maneuver around it as it was spawning.
Last section only had a minor confusion as I didn't initially see the tracker line to denote bumping the second giant beetle left. After that, everything lined up great. No P switch nais woo!
supermariomakerbookmark.nintendo.net/courses/3D66-0000-03C6-104A
Level Maker: Fat Tony
Clear time: 57 mins / 14 mins
Another one from Anthony. First section was all good except the "1-up" trick. You've seen me rant about it on other levels where this trick is jank and sometimes you will just get the "re-claim" immediately. Meaning you were expecting to get more than one bounce but instead the shell you bounce off just goes and you have no way to react to it. Unless there is a way to avoid/control that interaction, it's jank dammit!
Second section, I felt that ? block at the boot bounce was a bait as I couldn't get it to line up with the fish and make it forward so I just avoided it. I thought last section was pretty good (nothing to rant about).
Good race level overall.
First room was to maintain triple jump state while carrying/dropping pows. Hardest part was landing on the last pow to get into the pipe cuz ground pound cancel + my wii u gamepad = disaster.
Second room was very annoying. I thought you were meant to drop the shellmet late and when you initiate the third jump, the shellmet lands on you on the way up. I could never get it to work. I assumed the idea was stupid to "quickly" put the shellmet on then continue the jump sequence. It ended up working when I finally tried it so I can only assume that was the intended strat?
Third room I didn't understand. Did the saw bonk count as an extra jump or create a "phantom" jump where the next jump gained the triple jump state? I could hear Mario audio but not sure if that was a third jump or just a second (not a clear woo-hoo!). This level is all about triples and this room only had two visible jumps.
Fourth room was complete misery. I didn't fully understand the timing but you can maintain the triple jump state while shooting fire. It wasn't clear to me if you shoot before you land on the ground or as soon as you hit the ground and before you jump. In any case, I had a lot of issues shooting the last plant as the fire would not come out fast enough (stuck in triple jump animation) and I would go head first into the plant. I tried compensating by shooting early but then I would hit the muncher. The other option was to twirl to cancel the animation but with my dpad? No luck. Looked like my clear run, I got the fire out very late, so lucky.
Fifth room was interesting. The fake phantom jump. The idea here is to try and maintain looking left as much as possible to slow the boo from advancing. In the original clear, this room felt impossible. The saving spot for me was at the three goombas. I snuck a turnback in there and it was just barely enough boo stalling before getting launcher blocked.
Sixth room was my favourite. I was actually very happy to learn how to do this as it's a really cool trick/tech. Doing a back and forth triple jump in a confined space. There's something about using the bottom corner walls, I didn't understand but it looks great when it works.
Last room was dumb. Mini triple jump? No clue, I just spammed jump and if it didn't work, spam a different timing. Eventually worked, but I don't really care for this trick.
And of course the optional true end had to be the stupid fire wall climb. Yes I failed it and nearly ran out the entire timer so excuse the ugly transition where I cut out like 6 minutes of it. I successfully pulled it off three days later in coursebot when my hands weren't hurting anymore. The Legend Emilia commented that if your hands hurt while doing new soup tech, you're doing it wrong. She's absolutely correct about me doing it wrong, but at this stage I see no point in trying to fix it. I have no issues accepting that I'm just not any good at new soup. But, say hi to Hoagie as I guess this level was dedicated to him? Another Legend right there.
Clear time: 2 hrs 54 mins / 1 hr 22 mins
Level Maker: Fat Tony
Level code: supermariomakerbookmark.nintendo.net/courses/CD19-0000-03C3-868B
Strange level. Got stuck on the bomb surf jank similar to LPK where the bomb would explode before getting the last bounce. Technically not jank if you know the exact momentum and button holds. Also I was an idiot and missed the turnblock several times during the spring bounces.
Second section, I kept getting shell collision on the fast turn back but we all know I was just doing it wrong (in the original run). Also, why a boo ring in the kaizo block? No fast death...
The boss fight was not a bad concept but I wasn't fond of the koopas not spawning for being offscreen (dying to the pow was expected) so you have to do a back and forth just for the spawn and to avoid the firebar. I'm ridiculously bad at midair spin drops so I found the backup strat to make it easier. Not sure what the spike after the keydoor is there for since you can't access this area without getting through the keydoor and there is nothing blocking the pipe which just leads to the axe.
Clear time: 1 hr / 43 mins
Level Maker: ☆Oskar☆
Level code: supermariomakerbookmark.nintendo.net/courses/B8ED-0000-03DC-0FD4
Way too many CP2 nais. I never made it to the bucket, constant upthrows or not getting momentum off the cannon jump. But hey we one-shot the rest of the level. One interesting thing I wasn't expecting was the shell interaction on the yattenai trick. It's not intended to get that second bounce the way I did and go over the obstacle. You are meant to follow the track line and bounce off the shell below where the coin is. I wonder if GGP knew about that happening rarely and left the top open (funny enough the right side is blocked off by hidden kaizo blocks). I'll take what I can get.
Clear time: 55 mins / 22 mins
Level Maker: GGP
Level code: supermariomakerbookmark.nintendo.net/courses/186E-0000-03C5-E2FA
This was an odd level for me. The first drop into spin grab was setup weird so I had to slow momentum to even get the grab. Then at the spring grab, you can actually land on the skull platform so if you're not ready, it can mess your jump (or fall directly into the muncher).
The first shell trick at CP1 was very confusing as there are no indicators for intended method. In my original clear, I ended up doing a controlled forward shell drop and went under the blaster. I think the method I did this time around feels more intended. And then the CP2 nai trick also had no indicators so I wasn't sure what the intended trick was. Once again, I assume I did it correctly.
Last section was incredibly short. I opted to go for a midair to skip the final triple shell jump. Maybe I'm just a weird player and naturally gravitate towards jank timing/setups when I play a normal level. Certainly one of the easier Friday levels once you know what to do.
Clear time: 1 hrs 34 mins / 18 mins
Level Maker: ExplodingGold
Level code: supermariomakerbookmark.nintendo.net/courses/E375-0000-03C2-59B4
I guess I cheesed the second room a little bit. In the original clear, the third room was super annoying and I wished the keydoor was shifted over one space. Fifth room, I also cheesed. The intended looked like dropping spring after hitting the block, and jumping off the spring while it's sinking in the lava, then using the spring out of the block. I couldn't get it to work. My strat of re-using the first spring was slightly jank at the end as the shell often hit me in the face but it worked.
And then the sixth room (Yoshi). I could certainly blame this on my stubbornness as if a trick doesn't immediately work, I assume it's not consistent and instead go for a harder strat even if it only rarely works. The trick in question is where you drop the spring (either during the fall or doing a quick left turn to drop it) and it hits the sideways spring and bounces back to you. In my attempts with the turn back drop, I kept losing too much forward momentum and didn't make it to the mole. I opted to go for an upthrow instead which often the spring doesn't line up for a catch. Okay, I will admit. Sometimes I do the harder strat on purpose just to annoy Cliche. Well, we got it in the end finally.
Last room I found a glorious cheese. The intended strat required very weird left right momentum/movement. You grab pow, jump on the beetle then hard turn left, and drop pow against the wall. Land on the falling pow, then jump and grab the inactive beetle to the right and shelljump up to grab the next shell and continue the sequence. Screw that weird movement!
Massive regression, almost took double my original clear. And here's the kicker. I went into editor after and tried the Yoshi room again and nailed the left turn spring drop on second try. Then I pulled it off three times in a row. Sometimes being stubborn is stupid, but sometimes I wouldn't have it any other way.
Clear time: 1 hrs 38 mins / 3 hr 6 mins
Level Maker: Morg
Level code: supermariomakerbookmark.nintendo.net/courses/654B-0000-03D0-0645
supermariomakerbookmark.nintendo.net/courses/9807-0000-03C4-EBC1
Level Maker: Trickbot
Clear time: 1 hr 4 mins / 35 mins
Trickbot level? More like Tricklock level. I got softlocked three times in the original playthrough and twice in the re-clear. We'll get to that later. This is clearly loosely inspired by GoSeigen's Magnum Opus level, of course with a much much lower difficulty.
First section gave me problems in the OG run because I got very impatient with the double block jumps. The p timer wasn't too tight but I kept trying to go fast to get to a new section only to land on both blocks. No issues with section two.
Section three middle had a slight annoyance in screen scroll, sometimes the first pow blows up and misses one of the munchers. Now as for the section with the softlock, I'm not sure if you are meant to not take damage from the bomb explosion at the top. That way you can take your first hit on the lower ledge spike but I was never able to avoid damage or be able to jump directly to the higher spike ledge. Fixing the softlock is pretty easy, move the muncher one over so it's not over the door or put a spike above the keydoor exit. A bit disappointed the level testers missed it but oh well (they were all probably gigachad gamers who always reached the door in time).
I had three yattenais from kicking the bomb the wrong way, Sadge. I believe there is still one more Trickbot race level which means more to complain about Kappa.
supermariomakerbookmark.nintendo.net/courses/584B-0000-03CA-B6EB
Level Maker: Steven (ICahriYou)
Clear time: 1 hr 55 mins / 27 mins
Yes, you are not mistaken. Professional Canadian Super Mario Maker 2 VS Player made a race level back in the day. You can give him a follow at twitch.tv/icahriyou and say hi when he streams again.
Sadly, I was unable to avoid the "safe pit" in the clear run. It is possible in section one to ditch Yoshi with such velocity that it ricochets off the wall and into the real pit. One annoyance at the Cp1 nai was the intended shell drop off the right side wall. I opted to do a back shot off the left wall instead because of that cloud tile. Whenever I did a full jump shell drop, the shell would bounce to the left and into the cloud space instead of just bouncing against the wall like expected. This made me miss the shell every time and I didn't want to bother with controlled jumps. Someone can correct me on that full jump comment and I will accept that I was doing the drop timing wrong.
Section two, I had some issues with the CP2 nai sequence. Mainly the upthrowing the pow didn't always have the spring landing in my hands. Luckily, there a few ways to get around it since there are no de-cheese blocks. If you miss the spring, you can do what I did. If you got the spring but lose the shell, you can spring jump to the cloud as well since the pipe is still too high otherwise. Typical Canadian Level Design Kappa.
Section three was pretty solid. Overall a fun level but in my original playthrough I did get quite salty at CP2 nai LUL. Yes, I know. Just git gud bruh. One day...
Section one, some inconsistent interaction between the p switch and the giant beetle shell. Then my own stupidity for dropping the spring wrong so the giant spiny shell went wrong. Many many keydoor deaths as the pow was either very slippery, or it just outright killed the forward momentum. Pipe entry was cool at least.
Section two, I was doing the keydoor section wrong. I wasn't understanding the drop and why I kept dying in the lava. Many many failed vertical pipes due to the fast cannon ride.
Last section was the easiest, but it didn't stop me from being stupid. The number of times I forgot to spinjump on the plant after the saw bounce was comical. One upthrow bomb yattenai from doing it late.
Not a bad level but the first section was very jank for me.
supermariomakerbookmark.nintendo.net/courses/8BCE-0000-03D7-D245
Yes, I used an alt strat for the end of section one as I am not very good with spinning pow drops. I dropped the pow on the flying spiketop and did a precise jump instead. I failed the CP2 nai trick many times, the muncher momentum got me. Last section was very trivial/easy, believe one yattenai.
supermariomakerbookmark.nintendo.net/courses/776B-0000-03D9-8CA9
Compared to some of the recent themes that I wasn't too into, this one (especially the vocal track) was pretty good. Also, I took the opportunity to troll Slowshi a bit with a pathetic 4 wide and a bunch of missed special spins. Maybe it will entice him to stream this game more.
Normally, my lame playstyle leads to making it to top 10 with 0 badges and getting destroyed. This time, we went in with 50%...
Second section had the hardest trick, cape flicking the falling launcher, shelljump off of it and not hit the saws. I swear those saw placements were so dirty, I hit them so many times. Final section was laughably easy compared to the rest of the level.
Another cool, but jank level by LPK as always.
Clear time: 1 hrs 35 mins / 1 hr 24 mins
Level Maker: LPK
Level code: supermariomakerbookmark.nintendo.net/courses/A58E-0000-039A-18C3
No Cloonlock, Sadge. The only real trouble spot was actually at Hana-chan. The bomb throw I did was always too early or I couldn't stop the momentum and missed Hana-chan. Besides that, just another solid one by Cloon.
Clear time: 2 hrs 30 mins / 45 mins
Level Maker: Clooj
Level code: supermariomakerbookmark.nintendo.net/courses/C72F-0000-03AE-F2A1
Clear time: 1 hrs 18 mins / 27 mins
Level Maker: Mini Panga
Level code: supermariomakerbookmark.nintendo.net/courses/4914-0000-03E2-C02C
Clear time: 45 mins / 23 mins
Level Maker: Fat Tony
Level code: supermariomakerbookmark.nintendo.net/courses/6399-0000-03B9-D7E6
supermariomakerbookmark.nintendo.net/courses/DCB5-0000-03C9-AA5D
Level Maker: Clooj
Clear time: 54 mins / 26 mins
I'm pretty sure in the original clear, I got the wimpy shelljump and hit the CP1, but fell to the pit anyways. Got several CP2 nais on that pipe entry, stupid stump. No yattenai from the pipe or drybones, but I know I missed the pow drop against the wall twice. Definitely an easier one from the clooj.
supermariomakerbookmark.nintendo.net/courses/1E92-0000-03E2-E9FA
Level Maker: SoNoMole
Clear time: 1 hr 7 mins / 1 hr 13 mins
Took me a while to get enough height on the shell jump to make the Cp1 pipe. Section 3, I did the opening trick wrong for way too long. I misread the right throw indicator for immediate as you're initially falling, so of course the trick never lined up. Then my shell throw kept missing the floating spring, then it was yattenai simulator on the reclaim.
I made this level way harder than it needed to be...
Going off of memory, I know the spinning bomb drop as well as the Cp1 nai bomb surf tripped me as I couldn't get the timing right and the bomb would explode in the lava before the last bounce into the pipe. During this run, I once again got the brain fart with the spinning spring drop, I did it so early to compensate...
Definitely a lot easier the second time through after understanding what to do. Good riddance Yosh.
Clear time: 1 hrs 22 mins / 18 mins
Level Maker: GGP
Level code: supermariomakerbookmark.nintendo.net/courses/DBDB-0000-03B6-6E7F
supermariomakerbookmark.nintendo.net/courses/7DF4-0000-03BE-F2E5
Level Maker: Gheb
Clear time: 48 mins / 49 mins
There was nothing bad or wrong with this level. Pretty standard new soup stuff but it exposed me. I struggled to wall jump while carrying a spring, absolutely embarrassing. You will notice anywhere the optimal choice it to ground pound air stall, I just did regular twirls instead. My down button is not to be messed with.
As for the ending, I ran into the vacuum/wall that prevents you from jumping over the flag. I'm not sure what the cause of this is but in editor I could jump over if I did the spring jump more to the left, or if I got more height. Regardless, the Yosh was safe this time...
supermariomakerbookmark.nintendo.net/courses/FA24-0000-03BC-8EF2
Level Maker: GGP
Clear time: 38 mins / 25 mins
Another fun one from GGP. Yes, I did fall for that yattenai. I was expecting the blaster to keep moving forward and not stop cold, so I jumped right into that spike...
supermariomakerbookmark.nintendo.net/courses/D152-0000-03E1-D5C7
Level Maker: SCBlast
Clear time: 34 mins / 10 mins
TYPICAL CANADIAN LEVEL DESIGN. Well actually it was a very short level with figuring out where to land on the bombs, and how long to hold the jump button. I assume I did things correctly... and I'll assume Brak didn't find a HEAPS way over the level either.
supermariomakerbookmark.nintendo.net/courses/5DA3-0000-03B6-A0BC
Level Maker: TearGasJaz
Clear time: 3 hrs 16 mins / 2 hrs 35 mins
Neeeeeeeeeeew soup. Which automatically means pain cuz I don't know how to play.
First section, I originally got salty because the spring on the track never lined up after the shelljump, but it was because I was jumping off the stifficult too early. Changed to late jump and it was perfect. Some minor shell collision in bucket and luckily only one nai on forward shell drop.
Second section, I could not remember how to do the Yoshi and shell trick. Somehow get shell in Yoshi to spit but I was too dumb to figure it out. Instead, I found a cheese by keeping Yoshi into the door. I don't know if you are meant to ditch Yoshi and jump off the spring while it's still on the track or to grab it and do a spring drop. Well the cheese works with a precise timing on the flutter and because there is a Yoshi in the top left of the level, the new Yoshi egg turns into a mushroom.
Last section, to no surprise we know exactly what screwed me up. I barely even made it in the clear run. I had one nai on throwing the last shell missing the spring, luckily no yattenai and dying to the munchers.
Very challenging new soup level for me because I'm bad, but we got it done... again.
supermariomakerbookmark.nintendo.net/courses/6193-0000-03EA-7952
Level Maker: GGP
Clear time: 17 mins / 8 mins
Just a nice and short level. Only the yattenai back shot really gave me problems.
April 20, 2019 (original clear date unknown, re-cleared on February 21, 2022)
supermariomakerbookmark.nintendo.net/courses/6E7A-0000-03E4-0462
Level Maker: Trickbot
Clear time: 2 hrs 33 mins / 40 mins
Section one, I'm not sure what the intended strat was for the keydoor entry but I'm glad one cycle wasn't forced. That throw indicator made no sense to me as I wasn't able to get enough forward momentum throwing there and onto the pswitch. But most likely it's because I'm bad.
Section two, I wish the ground where the bomb you pick up was two tiles wide because it was so easy to fall off from the forward momentum. Most of the fails was at the big Mario spring spin drop cuz I'm bad. It's well known how bad I am at pow drops but I found it was easier to ignore the spring as the extra speed made the timing off for me. Really happy he put a one way at the spike as that prevented a lot of frustration unlike a different race level I played recently which you'll see in a few weeks. But then the red koopa was annoying because you have to land on the left side while killing all the speed you got from the conveyered pow. Yeah, a ton of #teamkickleft there.
Last section was my favourite of the level. I once again chose to do the spring upthrow instead of the drop (because I'm bad). And no true ending as my success rate at slow momentum midairs is basically 0.
Not a bad level, it was just me who was bad.
supermariomakerbookmark.nintendo.net/courses/4F5B-0000-03E4-FB24
Level Maker: Mars
Clear time: 44 mins / 25 mins
Shoutout to ekemoon42 for that timely raid, sniped yourself into the clear video. Only problems I ran into were in the final section. The first pow spring interaction failed a lot for me (my own failure). And then the major one was after the pipe, the thwomp didn't always trigger the falling shell at the same time so it was auto death. No yattenais. Pretty fun level.
I see the game made sure to remind me of SecondStreaming with the recommended levels...
It's a red coin level. The first room to cause some issues was the mushroom. It came down to how you approached the first spin on the block. If you went with too much or too little forward momentum, the whole setup became jank. Landing on the shells would miss, a bit annoying.
Precision room took the longest but that was to be expected. At least it's not Maker 2 hitboxes right? Beetle room I almost jumped into the "decoration" spike at the end.
Okay, you can tell by the on screen timer as well as the level timer that something looks off after entering the final keydoor. I messed up the true ending because I hit a spike so instead of redoing the whole level, I played/recorded a dev exit version in coursebot to finish/splice the true ending. I'm sure cape experts will know a better strat than what I went for, but I had to avoid hitting the goal tape. Also, screw those vines! It's a well known fact how bad my dpad is so you can see where the up took priority during my side to side movement. Well we got it in the end at least...
supermariomakerbookmark.nintendo.net/courses/9E42-0000-03EA-8C67
Also, the April 20, 2018 Super Mario Maker - Hard Blind Kaizo Race #109: Cloonthony's POW Kingdom was skipped as the level was deleted before I could play it. You can see our good friend Mega Scott's clear here:
youtu.be/rOK6-ULKB9s
To start, for whatever reason the spring drop against the sideways spring was not consistent for me and I kept going into the muncher or over the pow and couldn't grab it. That's why I used the alt strat of the upthrow. And then came the brain fart with the spinning spring drop. It happens so often where my brain shuts off and I don't realize I'm doing the wrong inputs. I kept missing the landing on the spring as it looked like I wasn't dropping early enough so on instinct I thought to drop earlier. That made it worse. The reason was from letting go of the jump too early (became an unnecessary controlled jump as well as not getting good height in the first place). You can actually trigger the falling spiky early and land on it midair requiring less height instead of waiting to hit the lava but that strat is janky.
Section two, it feels like a regular Morg level when you can skip some steps in the sequence. Here, I skipped three tricks involving the spring (tongue grab, spit, re-grab spring to spring jump). One annoyance was near the end you have to throw the pow up but the screen isn't scrolled up so you don't see the indicator in time. Granted you see it after dying once but it was a bit annoying.
Final section, the first trick was jank. That shell sometimes wouldn't trigger from the pow and fell late, thus going right into your face. The next big sequence with the shell throw that launches the drybones, it's mostly an automatic hold right section but once in a while you'll land on the first set of spikes above the preview door. Jank! Kappa.
And then the final sequence after the pipe. A huge chunk of my time was wasted here. I think the biggest problem was my fixation on trying to drop the spring where the indicator was. It was basically impossible to get the height to drop it there so I would never land on it or get the bomb. I assumed the cloud being there was a mini-nerf so if your drop timing was off, it wouldn't fall too low into the lava. Essentially, we got it once I ignored the indicator positioning and just tried to do a regular mid air spring jump. After taking a second look, the drop indicator was moved up to make room for the "hidden block" indicator or the "don't go below this line" track indicator above the cloud. Zero yattenais.
No this isn't a bad level, just your standard Morg jank and my brain misinterpreting things as usual.
Clear time: 1 hrs 34 mins / 1 hr 49 mins
Level Maker: Morg
Level code: supermariomakerbookmark.nintendo.net/courses/982A-0000-039E-7045
First room was the two sided pow barrier. Not a new concept and not too strict. Fortunately, the design allowed my messed up timing to recover the pow from the extra drop.
Second room was confusing. I actually forgot the intended strat so looked up Mega Scott's clear vid which made this free. My original thought was something stupid like spinning on the plants with the pow, throw it against the spring and jump off the bounced pow. Yeah, what an idiot.
Third room was the ground pound pow key door entry. I don't fully understand the timing on this, so I just kept trying until it worked.
Fourth room was the pow assisted reverse triple jump. The main difficulty was getting the right timing of the drop so after bouncing against the spring, you would land on the pow and be able to jump off it as well as the jump off the spring as I usually hit the spike or missed the pow.
Fifth room is the I forgot what Cliche called this tech so I'll just refer to it as "pow poof". Stacking pows while Mario's sprite is on the same pixel can remove it from existence. Actually a pretty neat tech, although I did not do it efficiently at all. Cliche told me there is some kind of cheese here where you can claim that extra key but I don't know to do it and didn't want to know either. Feel free to go for WR if you can figure it out.
Sixth room was supposed to be the clowncar pow head juggle. Unfortunately, there was a fatal flaw in the design and I found a cheese. In my original clear, I did do this room properly which takes some finesse to keep the pow moving with you. Oops.
Final room was the vine pow bypass. This was the hardest room for me in the original playthrough yet I somehow managed to do it on third try this time. I don't even remember the exact method. It was something like position yourself beside the pow, hold the run button, quickly jump+twirl and drop pow and immediately hold up to stay on the vine. It sounds like a lot yet there is somehow enough time to do it without touching the munchers. Is it possible to make a dumb level of this full length where you are forced to not detonate a single pow? Who would even play such a thing...
Well in the end I actually had more fun on this level than expected. Yeah I am surprised too. Also, I believe while there is no hidden Yoshi at the end, there is a hidden pow block although there isn't really anything you can do with it (re-enter door?). Up to you.
Clear time: 1 hr 2 mins / 25 mins
Level Maker: Brunastico + DrCliche
Level code: supermariomakerbookmark.nintendo.net/courses/7EA8-0000-03A5-48C6
supermariomakerbookmark.nintendo.net/courses/2087-0000-03EE-25A9
Level Maker: c0ld
Clear time: 1 hr 3 mins / 46 mins
The second last Euro race level as part of a double header. Mostly standard tricks but setup a bit wonky for me. For example, the first shelljump with only one pow, you're basically restricted to doing it a certain height. And then the shelljump against the pipe muncher, I chose to use the left wall instead because the timing felt weird from the platform and the varying height of the muncher that bobs up and down.
Second section was actually the most consistent for me. Example, unlike the first section, you can see the wall of flying springs to compensate for the different shelljump height you might get.
Third section start was yikes. I was not a fan of the chasing Yoshi and iceblocks. You have to do a weird jump with momentum or else you keep hitting that solo boo. Unfortunately I wasn't able to dodge the goal tape so no Yoshi kill this time.
I would have named the level, The Weird, the Good and the Ugly lol.
First section is pretty good... until after the pipe. This first trick is so jank (the one up trick). Going by the coins, you want to jump on the shell twice which should load the beetle from the block in position and the third jump will send it. The problem is sometimes the original shell you jump off will just decide to send itself (like a reclaim). It just sends itself randomly, I couldn't see a difference in timing or positioning to cause it (someone can correct me on this) and since you're not prepared for it, you just die. Rest is good.
Section two, a fun chain sequence except I didn't like kicking the shell to the right because of forward momentum, it was very easy for #teamkickleft.
Last section, the giant bomb will kill the bullet during the explosion if your timing is slightly different. Everything else was pretty good.
Damn, actually one of the least jank levels by LPK. Not bad.
Clear time: 1hr 18 mins / 35 mins
Level Maker: LPK
Level code: supermariomakerbookmark.nintendo.net/courses/7B5C-0000-03AA-7C0D
supermariomakerbookmark.nintendo.net/courses/93DA-0000-03E2-FA30
Section two was your classic Dave precision. The thorn in my side was the blue platform fall. I hated that spike wall (and that extra bottom spike) since it forces you to do a later jump. Almost an hour was spent on just trying to get past that to setup the Aussie tech. And yes, you can cringe at my initial attempts to dispose of the tool.
Dave precision got us again.
Clear time: 43 mins / 1 hr 41 mins
Level Maker: MiniPanga
Level code: supermariomakerbookmark.nintendo.net/courses/FBE4-0000-03BE-BF34
Just the end of section one was a bit of an issue. If the timing of the bomb upthrow is off, I ended up landing on the bomb instead of catching it. And I nearly hit the spike above the pipe lol.
Next was third section. The shell throw against the left wall for the red coin is always a strange one for me. Then the spinning shell throw killed most of my attempts. And the final big beetle shell was weird because I kept falling through it instead of getting a jump.
Regardless, still a fun level.
Clear time: 46 mins / 29 mins
Level Maker: GGP
Level code: supermariomakerbookmark.nintendo.net/courses/2295-0000-03D6-1C54
Leaving this here for historical/archive purposes of Typical Canadian Level Design aka some of my dumbest ideas. The original version was without wind and instead several stamina orbs you had to collect as you climb the entire way around the level, dodging obstacles or you fall and have to start from the beginning. In the end, I felt it was way too slow. With the current version, I could have gotten rid of the climbable walls altogether since you can just ride the wind the entire way.
Anyways, it's interesting that there is potential to create "laps" like your typical New Soup red coin speedruns. The only difference? People actually play those LUL. However, the timer might be trivial since you have the ability to teleport to the beginning of the domain at no penalty.


