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The Story Of Mario Maker's Impossible Levels

Summoning Salt · 6,498 words · 30 min read

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0:00I want to tell you a story about Super

0:02Mario Maker, the classic game where you

0:04can make your own Mario levels. The

0:06original Wii U version came out in

0:08September 2015, and over the next 6

0:10years, players would upload 68 million

0:13levels. Some were easy, some were hard,

0:16and many were stupid, but they all

0:18followed one rule. In order to upload a

0:21level, you had to clear it yourself

0:23first. Once it was uploaded, others

0:25could try and clear it. In December

0:282017, a player named Jeffy created the

0:30Team 0% Discord server. Their goal,

0:34clear every single level ever uploaded

0:36with a 0% clear rate. In other words,

0:39levels that have been cleared by their

0:41creator, but nobody else. Over the next

0:44few years, this group tackled some of

0:45the hardest levels that Super Mario

0:47Maker players had ever created. Fast

0:50forward 3 years later. In March 2021,

0:53Nintendo announced they were shutting

0:55down uploads in Super Mario Maker. You

0:57could still play and clear existing

0:59levels, but nothing new could be

1:01uploaded. There was now a finite number

1:03of remaining uncleared levels for Team

1:050%. They kept chugging along for the

1:08next couple years, clearing hard levels

1:10and making good progress. But then, in

1:13October 2023, Doomsday arrived for Team

1:160%.

1:19>> [music]

1:23>> Nintendo said they'd be closing the Wii

1:25U's online services on April 8th, 2024.

1:29Team 0% had just 6 months to clear all

1:32remaining levels before they'd be

1:35physically unable to do [music] so

1:36anymore. How many were left? 26,486.

1:42That's [music] what stood between Team

1:440% and their ultimate goal. And well,

1:48this is the story of what unfolded over

1:51the next 6 months.

1:53[music]

2:09Hey everyone, Summoning Salt here with

2:11two quick announcements. First off, now

2:13available is the next entry in the

2:15Summoning Salt VHS collection, Cuphead.

2:19And second, it's also coming out [music]

2:21on DVD.

2:24Now, the VHS tapes have been a huge

2:26[music] success, but due to popular

2:28demand, we're also expanding to a more

2:30modern format. So, now you have options.

2:33First, the VHS tape. [music]

2:35It's the third entry in our series and

2:37features beautiful, professionally

2:39designed artwork. [music] The first

2:402,000 tapes sold will be yellow, the

2:43rest black, and they're fully playable.

2:45They contain my video, The History of

2:47Cuphead World Records. And now the DVD.

2:51It features the same artwork in the same

2:53video, but also comes with a bonus

2:55feature, audio commentary from me and a

2:58few Cuphead speedrunners. [music] We

3:00talk about stories I couldn't cover in

3:01the video, what went into the video's

3:03production, and more. It's pretty fun

3:06and only available on the DVD. [music]

3:08We're also offering a signed bundle.

3:11You'll get both the VHS and the DVD at a

3:14discounted price, and I'll sign the VHS

3:17sleeve, only an option as part of the

3:19bundle. The Summoning Salt physical

3:21media library is [music] growing. You

3:24can start yours now or add to your

3:26existing collection. To order, go to

3:28summoningssalt.com

3:30or click [music] the link down below.

3:32Press view full description for the full

3:34description and pictures. Pick if you

3:36want the VHS, the DVD, or the signed

3:39bundle. They're available for the next 3

3:42weeks. [music] And act fast. Only the

3:44first 2,000 tapes are yellow. That's

3:47summonings.com to start or expand your

3:49collection today.

3:53So, it's October 2023. Team 0% has to

3:57find a way to clear 26,000 levels in 6

4:00months. How do you even begin to tackle

4:02something like that? Well, they needed

4:05help. [music] As many people trying to

4:07clear levels as possible, so they

4:09sounded the alarm and hoped something

4:11would go viral.

4:12>> Some people started playing again and

4:15clearing the levels, but it never really

4:16caught on until that video.

4:19>> On October 9th, Team 0% member, the

4:22Riley C, put out a video explaining the

4:25situation and saying, "We need your help

4:27to complete Mario Maker. So, please, if

4:29you own a Wii U and Mario Maker, boot up

4:32the game and try to beat just one or two

4:34levels. [music] He hoped it would go

4:36viral, and it actually did. To be

4:39honest, I did not believe at all when I

4:43put out that video, and I I was like,

4:44"Oh, this this will be fun, but like

4:46it's probably not going to happen." And

4:47then it just kept climbing and [music]

4:48climbing to like 200,000.

4:51And then things started to snowball.

4:53Social media posts blew up. News

4:55articles were written. There was a flood

4:58of activity like the game hadn't seen in

5:00years. People fell in love with the idea

5:02of clearing every last level before the

5:05shutdown and they wanted to be a part of

5:07it. The whole community, anyone who had

5:09touched Mario Maker in the past was like

5:11coming back to come [music] into the

5:13community and see how the progress was

5:14going for it.

5:16>> I would sit around like 300 400 [music]

5:18viewers and I would just play Maker 1

5:20and suddenly I have like a thousand plus

5:22people [music] watching my stream.

5:24Seeing the flood of people rush into the

5:26Discord was the most exciting part for

5:28me. It was kind of inspiring right from

5:30that moment that we might have a shot.

5:33So, Team 0% had the momentum with an

5:36army willing to pitch in and help. The

5:38problem is that the remaining levels

5:40were uncleared for a reason. They were

5:43really, really hard. Some had a

5:45multitude of tricks in rapid succession,

5:48usually known as Kao levels. Others had

5:51a gimmick that made them super

5:52difficult. typically doing a hard trick

5:54over and over. But of all these levels,

5:57there was one that Team 0% identified as

6:00a problem very early on. A stage simply

6:04called Beast Needle. Buckle up, folks.

6:19>> [music]

6:22>> Beast Needle is a Mario one level

6:24[music] where you make near impossible

6:26jump after near impossible jump and it

6:29goes on for a full 7 minutes. It doesn't

6:33relent. [music] It never backs off. It's

6:36absolute brutality from start to finish.

6:39Many of these jumps are frame perfect.

6:41Some of them require pressing jump for

6:43exactly one frame. [music] And if

6:45anything is imperfect, you're dead and

6:48have to start over. One mechanic you

6:51must master is the float jump. By

6:53repressing A in the air, you float

6:55slightly longer [music] before landing.

6:57Toward the end of the level, you have to

6:59do 11 of these impossible looking float

7:02[music] jumps back and forth to

7:04repeatedly hit a POW block. Mess up any

7:07of them and it's over. And at the very

7:09end, the cherry on top of Beast Needle

7:12is one final brutal jump to the door and

7:16then another to the flag pole for

7:17[music] good measure. This is what Team

7:190% was up against. Even the greatest

7:22Mario Maker players on Earth stood

7:24little chance against Beast Needle.

7:27There was only one person who had hopes

7:28of beating it.

7:30>> Yeah, King Buu is an insane player.

7:32>> King Buu, he's he's crazy. He very much

7:35enjoys the difficult level grinds.

7:37[music] Wow, this guy is incredible at

7:40this game.

7:40>> It was all up to King Buu, the former

7:43world record holder in Super Mario 3D

7:45World, the individual level speedrunner,

7:48[music] the player who'd already cleared

7:50some of the hardest levels in Mario

7:51Maker history. King Buu loved this sort

7:54of thing and practiced the level for

7:56weeks. He found a couple cool

7:58strategies. For instance, on some jumps,

8:01he paused and looked for a visual cue.

8:03If he was on the correct frame, then he

8:05could simply unpause and hold the

8:07direction to guarantee [music] he made

8:08it. But for most of the level, there was

8:11nothing to help. He just had to get good

8:13and build his consistency. [music] And

8:15after a month of playing and so many

8:18promising attempts, King Buu managed to

8:21pull it off. Seeing how some of the best

8:24players in the world reacted is pretty

8:26telling. One of the hardest remaining

8:28levels was now out of the way early. But

8:31if Beast Needle was a sign of things to

8:33come, Team 0% had their work cut out for

8:36them. As the weeks passed, the group

8:38made some good progress, clearing

8:40hundreds of levels every single day. If

8:43this continued, they were on pace to

8:45clear every level by the deadline. But

8:47as they played, they kept encountering

8:49rather unique levels from one particular

8:52uploader, Conan. Conan's levels weren't

8:55the most impossible, but they were

8:57sadistic. They usually involved doing a

9:00difficult trick over [music] and over

9:02and over while you waited for an item to

9:05slowly make its way along a track. In

9:08general, team 0% hated Conan's levels.

9:11>> What? What is wrong with this person?

9:13Why [music] are they just uploading

9:15these levels?

9:16>> But thankfully, one player disagreed.

9:18Budoko. According to Bodoko himself, he

9:21wasn't good enough to tackle the really

9:23difficult levels, but he had both the

9:25skill and patience to take on these

9:27levels that nobody else wanted to play.

9:29>> The top players, if we wanted to really

9:32grind it out, we could beat them, but

9:35it's more can somebody else deal with

9:37this? Like, I don't I don't want to.

9:39>> Booko being willing to [music] waste his

9:42time honestly with how stupid some of

9:45those levels were was very appreciated.

9:47The last Conan level was an insane one

9:50where you had to build a bridge for a

9:51gloomba using nothing but two P switches

9:54over and over. There were many failures

9:56along the way, but after a long grind,

9:59Budoko was able to take out that level,

10:01too. Another step on the long journey of

10:04Team 0%. As monotonous as they were,

10:08even these levels took a fair amount of

10:10skill to complete. But every now and

10:12then, Team 0% would run into a level on

10:14the complete opposite end of the

10:16spectrum. Meet Lucky Draw. This level

10:20was made by a player named Phenotype,

10:22who is known for making some weird ones.

10:24As you can see, Mario is in block jail

10:26and can't move as he gets pushed toward

10:28the goal. Above, there are three P

10:30switches. If any of them activate, the

10:33blocks turn into coins and Mario

10:34instantly dies. [music] So, Mario needs

10:37to make it to the end before any P

10:39switches activate. Simple enough, right?

10:42Well, up high are six magic hoopas that

10:44will turn their question mark block into

10:46[music] something. This has a six in

10:48seven chance of being an enemy or

10:50mushroom, which will fall on the music

10:51note block [music] and activate the P

10:53switch. 17th of the time, it'll instead

10:56turn into a coin, [music] which half the

10:58time will move left and still activate

11:00the P switch. To not activate a P

11:03switch, you need a coin that [music]

11:05moves right, meaning a 1 in4 chance

11:09overall for all six Magikoopas.

11:12Total odds of 1 in 7.5 [music] million.

11:17The level was first allegedly cleared by

11:19Pasty White MF in May 2019, but he

11:22[music] didn't record it, so it couldn't

11:23be verified as legit. There was then a

11:26big push to clear Lucky Draw on video. I

11:29mean, at that point, I think we just had

11:30people like leaving on their Wii Us to

11:33try and beat it cuz you don't have to

11:34play anything.

11:35>> Fortunately, it doesn't take any skill.

11:37So, it was just a bunch of people

11:39putting their Wii Us on overnight and

11:41coming back and checking clears.

11:43>> After many months of this, one player

11:45took things a step further. Electronic

11:47Logic. He set up a 24/7 stream on a new

11:51account and left it on endlessly through

11:532020 and 2021. Finally, after more than

11:575,000 hours, this happened.

12:08This was the sort of thing Team 0% had

12:10to deal with. Nobody wanted to play

12:12Lucky Draw, but since someone years ago

12:15had the patience to design it and then

12:17spend months uploading it, it now had to

12:19be cleared. Levels like Lucky Draw were

12:22just as much of a problem as levels like

12:24Beast Needle. But now, thankfully, both

12:27were out of the way. By early 2024, it

12:30was clear team 0% was crushing this.

12:34Many, many around the world had joined

12:36in, and the number of unclearared levels

12:38was dwindling. [music] A few of the best

12:41players had really committed, clearing

12:43several hundred levels each.

12:45>> Fritzf was a huge contributor at the

12:48[music] very end. He was a huge

12:49contributor throughout. He definitely

12:52took out some really good, really

12:54difficult levels. Fly, who cleared a lot

12:57of levels at the end, too. Fly was

12:59extremely good at figuring out, I think

13:02you need to do [music] this or sometimes

13:04I'd be on my stream and be like, I don't

13:06know that I can beat this one. [music]

13:08Do you want to try it, Fly? And they

13:09would clear it a couple days later.

13:12March 8th, 2024 marked 1 month to go

13:15until the deadline. and team 0% had

13:18exactly [music] 100 levels left to

13:21clear. Things were certainly looking

13:23good. With each cleared level, the

13:25community got more excited.

13:28[laughter]

13:30But for all the optimism, there remained

13:32one fear. What if they ran into some

13:35impossible level they couldn't figure

13:37out? What was out there in these final

13:39100 levels? After all, they'd survived

13:43this far. We're eventually going to run

13:45into some that are really, really,

13:47really hard. Can we beat those? The

13:50closer we get to the goal, the less

13:51people who can help. I don't know. Is

13:54there something horrible out there that

13:55we don't know about? As team 0% began

13:58playing the final 100 levels, they found

14:01that they were certainly a step up in

14:02difficulty, but they weren't

14:04encountering that one impossible level

14:06they feared. Even though their pace

14:09slowed, they gradually [music] worked

14:10through the toughest levels Mario Maker

14:121 had to offer. like one called Wasted

14:15Summer, cleared by Megan Narwhal. Oh,

14:19cool. But shortly thereafter, Team 0%

14:23stumbled upon a pretty unique level, the

14:26last standing uncleared water level, the

14:29hardest muncher stairs. We've seen

14:31precise levels, and we've seen

14:33repetitive levels, but this one took

14:37things a step further.

14:42>> [music]

14:43>> It's pretty visually obvious why this

14:45one is difficult. Then factor in once

14:48you reach the top, you're [music] sent

14:50right back to the bottom of the next

14:52staircase. Finish four staircases and

14:55you've completed one [music] lap. Finish

14:58four laps and the level is over. 16

15:01staircases and one slip up means you're

15:04done. you have the tiniest little bit of

15:08wiggle room to kind of swim [music] in

15:10place. So, it's not so much about being

15:13absolutely frame perfect every time, but

15:16it's about being frame perfect enough

15:18and doing it quickly. The tedious,

15:22boring, same swimming motion for 8

15:26minutes 20 seconds straight. Imagine

15:29getting 8 minutes in and then dying and

15:32just feeling horrible. Serious efforts

15:35to beat the hardest muncher stairs began

15:37in February with a player named Noble

15:39D4. On the 18th, he became the first

15:42person to clear two staircases, 1/8 of

15:45the way there. A week later, he managed

15:48to complete a lap before dying midway

15:50through the fifth staircase. All that

15:53effort and he was only a quarter of the

15:55way done. He stopped playing after this.

15:58As other levels were cleared, attention

16:00begrudgingly [music] turned back to the

16:01hardest muncher stairs. On March 7th, a

16:04player named Kill a Dragon became the

16:07first to reach the sixth staircase. 2

16:09days later, Noble D4 came back and made

16:12it to the seventh staircase. Later that

16:15day, Kill a Dragon reached the eighth

16:17staircase. They were building

16:19consistency, but there was a long way to

16:21go. You can go through it. anyone can

16:24[music] do each individual jump, but to

16:27do that I mean what was it like a seven

16:29eight minute long level to where you're

16:31just going through the entire thing and

16:32it's a consistency based level around

16:35then a third player joined in Cap. There

16:38were now three highlevel players all

16:40going for this on March 10th Killer

16:43Dragon became the first to reach lap

16:45three. A short while later Noble and Cap

16:48made it there too. They were all pushing

16:51each other, but they were still only a

16:53little over halfway there. One of them

16:55would have to take their best effort so

16:57far, then duplicate it on the very same

17:00attempt. Well, on March 11th, Cap once

17:03again made it to lap three and this time

17:06set a new personal best by reaching the

17:0810th staircase. But he didn't die there.

17:11He cleared staircase 10 and set the

17:13furthest mark anyone had ever reached in

17:16the level. But he still didn't die

17:18there. He cleared the 11th staircase and

17:21then the 12th. This was the first time

17:24anybody had ever reached lap four of the

17:26hardest muncher [music] stairs. With

17:29nothing to lose, Cap figured he might as

17:31well try and see how far he could make

17:33it on lap four.

17:54>> [music]

17:59>> You have the tiniest [music] little bit

18:01of wiggle room to kind of swim in place.

18:04But to do that, I mean, what was it like

18:06a 7 8 minute long level? Imagine getting

18:108 minutes in and then dying and just

18:12feeling [music] horrible.

18:25Can y'all hear me right now? Can y can

18:27y'all hear me? Get the [music]

18:30>> I really appreciated how the other two

18:33were kind of also there in the chat, you

18:35know, shouting [music] just as loud as

18:36the as the rest of us. Cuz the goal is

18:39not personal glory here. It's that we

18:41beat the level.

18:42>> The other people weren't like mad. and

18:44they were happy that this is done and we

18:47actually are closer to the goal.

18:50>> The Hardest Muncher Stairs is one of my

18:52favorite chapters in the Team 0% saga.

18:54While Cap crossed the finish line, all

18:57three competitors deserve a ton of

18:58credit. They'd taken out one of the most

19:00brutal levels remaining, and there were

19:03now only a handful left. When Team 0%

19:06first sounded the alarm in October,

19:08there were doubts about how far they'd

19:10make it. We had been concerned about, we

19:13called it the wall. We thought

19:15eventually we're going to hit a wall and

19:16our progress is going to slow down, but

19:19the numbers just kept dwindling and

19:22people just kept joining the Discord and

19:23kept joining the effort. And the wall

19:26never really came. When we were down to

19:28the final four, it was just, yeah, it's

19:31only a matter of time for for all of

19:32these levels. It felt like by March

19:3514th, 3 and 1/2 weeks until the

19:37deadline, there remained just four

19:40unclear levels in all of Super Mario

19:42Maker. Their names were Phantom

19:45Oddworld, The Last Dance, Welcome

19:48Extreme, and Trimming the Herbs. It went

19:51without saying that these were four of

19:53the toughest levels ever made. But would

19:56any of them get in the way of Team 0%?

19:59They were feeling awfully confident.

20:06This level was created by MW65536,

20:09who would go on to be the first player

20:11from Japan to get a 454 in Super Mario

20:14Bros., his level was an NSMB style Kaiso

20:18level, a common sight for uncleared

20:20levels down the stretch. So, what was

20:22special about this one? Why had it

20:24lasted so long?

20:26>> I remember watching and not not really

20:28even being able to process what was

20:30going on half the time. It's centered

20:32around [music] throwing POW blocks, just

20:34very high APM, like grabbing the run

20:37button, releasing the run button to

20:38throw the POWs, but doing it while also

20:42avoiding all of the spikes and

20:44especially the podos in [music] the

20:46ground pound stall section. Very rapid

20:50inputs. You don't hold on to a pal for

20:52more than, [music] I don't know, like

20:53five or six frames. At any point in the

20:55level, you're constantly throwing them.

20:57When you [music] have to do so many

20:59inputs in such a short time frame, even

21:01being blocked for just a moment or two

21:04is [music] enough to kind of throw you

21:05off. The hardest parts are the triple

21:07ground pound stall section and the very

21:10end. Both require an incredible amount

21:13of inputs in a small window. Attempts to

21:15clear Phantom Mod World were dominated

21:17by two players, Applesauce Fiona and

21:20Yamada. Fiona is a world record holder

21:23in Yoshi's Island, a very input heavy

21:26speedrun, so she was a great candidate

21:28for this level. And Yamada is one of the

21:30best Mario Maker 2 players around. He'd

21:34also already cleared two of the final 15

21:36unclearared levels, now going for his

21:38third. Fiona and Yamada each put many

21:41hours into clearing it and came close on

21:43several occasions, but in the end,

21:45Yamada was the first to clear Phantom

21:47Oddworld World. His skills were

21:49intimidating to even the best members of

21:51team 0%.

21:53>> He was one of those players that just

21:54would pick a level and if he picked the

21:56level you were grinding, that's bad luck

21:58for you cuz he's going to beat it before

22:00you. One level down, three to go. Next

22:04up was Welcome Extreme. [music] A unique

22:06level in that it was in the Mario 1

22:08style. There are plenty of difficult

22:10jumps, but the real problem here is the

22:12timer. You only have 50 seconds to

22:15complete three laps. This meant you had

22:17no time to waste. For instance, this

22:20first offscreen jump, you have to land

22:22on this block since the one to the left

22:24is too slow. If there are any

22:26hesitations anywhere, you run out of

22:29time. Then at the end of each lap is an

22:31RNG section. Piranha plants are shot

22:34around on springs and spit fireballs at

22:36random [music] times. There's no time to

22:38wait for a safe moment. You have to just

22:40send it and pray you make it through

22:42unscathed. There's an estimated 1 in3

22:45chance of surviving, but there's three

22:48laps, so overall odds of 1 in 27. That's

22:52a 3.7% chance just to have the

22:55opportunity to do the [music] rest of

22:56the level perfectly. Many players

22:58streamed Welcome Extreme in its final

23:00days, trying to string together the

23:02execution and the RNG. But the one who

23:05was best was named Herobbo. He became

23:08the first player to reach the lap three

23:10RNG section. And although it took a few

23:13tries to get the luck, he cleared the

23:15level on March 14th. Welcome Extreme was

23:19done. Two levels to go. Excitement was

23:23building. Everyone could feel what was

23:25coming. As long as one of these last two

23:28levels didn't get in the way, Team 0%'s

23:30long journey was about to be over.

23:33First, they had to deal with the Last

23:36[music] Dance. This is another NSMBB

23:38style Kaiso level. It was fairly long

23:41with plenty of harder tricks, [music]

23:43but at this point, team 0% was not

23:46intimidated.

23:48There's there's some definitely cool

23:49sections with shells and, [music] you

23:51know, some wall jumps, but like you

23:53said, it's it's nothing revolutionary in

23:55terms of the tricks, nothing we [music]

23:57hadn't seen before.

23:58>> And it's very, very difficult, but there

24:01had been certainly much harder levels

24:03cleared [music] prior to it. The actual

24:06levels that last the end are not the

24:08hardest of the hard necessarily, but the

24:10ones that are not noticeably hard. They

24:13are the right balance of [music]

24:15difficult enough that nobody wants to

24:16play them, but also average enough that

24:19nobody takes notice of them. Obviously,

24:22clearing the last dance would be a huge

24:24deal, [music] and there was a massive

24:25race to be the first. The biggest player

24:28tackling this level was the beast 721.

24:31He certainly had the track record as a

24:34big Twitch streamer who'd cleared many

24:35hard levels [music] before. He put about

24:37a dozen hours into the level when it was

24:40one of the only ones remaining. But then

24:42he got word that Yamada, who had just

24:45[music] cleared Phantom Oddworld, was

24:47now focusing his efforts on The Last

24:49Dance.

24:50>> Yeah. So, I had no idea who he was until

24:54he had beaten Phantom Oddworld and

24:56everybody was saying how good he is.

24:58When he beat Phantom Oddworld, I was

25:00like, "Oh no. I I hope he doesn't start

25:03playing The Last Dance cuz I'm playing

25:05it." I think I don't know. I was like 10

25:07hours [music] in or something. The Beast

25:09still had hopes that he could clear it

25:11first. Late on March 14th, he got an

25:14attempt deep into the level. The chat

25:16got excited as he entered the final pipe

25:19of The Last Dance. One of the last

25:22challenges of the [music] level is right

25:24here. You're running at full speed and

25:26must enter the second door. If you go

25:29even slightly too far, [music] you hit

25:31the spikes and die.

25:37No.

25:42Oh no.

25:45This was the beast's one chance. A few

25:48hours later, Yamada posted to Twitter

25:50that he had done it. He entered the

25:53correct door, finished the level, and

25:55cleared the last stance. Unbelievably,

25:59Yamada had now cleared the fourth to

26:01last [music] and the second to last

26:03levels in Super Mario Maker. All these

26:06amazing players, [music] yet he was the

26:08one to get both. I wasn't surprised that

26:11he beat it before me, but I definitely I

26:14had like a 10 or 11 hour head start

26:15[music] and that he still did it. That

26:17was a little This guy's definitely a

26:20tier above me. So, he's just he's

26:24incredible. Team 0% had done it. They

26:27had rallied the troops, inspired an

26:30entire community, and cleared the

26:32hardest levels humans had ever created.

26:35One by one, they all went down. as that

26:38impossible level that they feared never

26:40arrived. Now on March 15th, well before

26:44the April 8th deadline, there was one

26:47final level remaining. Trimming the

26:50herbs after all they'd been through.

26:53Clearly it was just a matter of time

26:55until this one fell, too, right?

27:02[music]

27:18It looked [music] very precise. Um, but

27:20it didn't have any like weird new

27:23unknown tricks. It didn't have any

27:26completely unrecognizable tech.

27:28>> As a casual viewer, the level looks

27:30really easy. If you just look at it,

27:32it's like, oh, you just do this, this,

27:34this, you go through, and [music] then

27:35you're done. It's 12 seconds. It's super

27:37short.

27:37>> It was no, you know, it was no beast

27:40needle. It was no [music] um it didn't

27:42even look like it stacked up to like the

27:44last dance, right?

27:45>> All right, no problem. Trimming the

27:48herbs was going to [music] be a breeze.

27:50And then they started actually playing

27:52it.

27:57>> [music]

28:01>> Oh, this level's much more of a [music]

28:03problem than we thought. More difficult

28:06than anything we've ever done. So, at

28:08the time I had tried the level, I

28:10couldn't get past the first piranha. I'm

28:12like, "Oh, okay. That is actually really

28:15difficult." [music] Just the amount of

28:17pixel perfect positions you have to be

28:19in, the number of frame perfect inputs

28:22you [music] have to input in such a

28:24short amount of time. It's really hard

28:27to describe. Like this is one of the

28:29hardest things I've ever tried to do.

28:32And I I didn't think I had the ability

28:34to do it if I put in a,000 hours.

28:37>> I I think part of the hidden difficulty

28:40of that level is the momentum control.

28:43The Frame Perfect's input was really

28:45just scratching the surface. The

28:47momentum [music] control in such a tight

28:49space all while perfectly dropping the

28:52bomb just does not translate [music]

28:55visually.

29:03Team 0% had gotten through hard levels

29:06before. [music]

29:07Surely they could push through this one

29:08too, right? But as days passed by, very

29:12little progress was made. How had this

29:14level slipped under everyone's radar for

29:17so long?

29:18>> So, I think a few people had like pulled

29:20up the level, been like, "Yeah, I'll try

29:21it there." Like, [music] "Ah, this is

29:23too hard. Move on to something else."

29:25You don't really think much of it.

29:26>> The player who was primarily grinding it

29:29out at the time, goes by Yoshi. His big

29:31conclusion was that this is far too

29:33difficult.

29:34>> He had been grinding trimming the herbs

29:36for weeks, if not months. During his

29:39grinding, he kind of came to the

29:41conclusion that this level's so

29:43ridiculous.

29:44>> Days passed. All eyes were on trimming

29:47the herbs, but there was no progress.

29:50[music] Nobody got even close. This was

29:52a hard level. Too hard. There was

29:56something suspicious about it. Trimming

29:58the herbs was uploaded back in 2017 by a

30:01player named Ahoyo. He was a known

30:04skilled player, having previously made

30:06and cleared the incredibly difficult

30:08level Bombs 5. But was he this good? Had

30:12a Hoyo really cleared trimming the herbs

30:14all on his own back in 2017 while nobody

30:18out of thousands could clear it in 2024?

30:22Or had he somehow cheated to upload it?

30:26Two camps formed. Some thought the level

30:28was cheated and some thought it was

30:30legit. So, it became kind of public

30:33discourse and unfortunately sort of

30:35toxic at times within the community of

30:37people going, "It's fake. We're not even

30:39worried about it. It's stupid." And then

30:41other people going, "You have no proof

30:43of that. Why would you accuse a trusted

30:46player with like such a good

30:47reputation?" So, half the community is

30:51saying, "This is obviously way too hard.

30:53He must have cheated." And then the

30:54other half of the community is saying,

30:56"Well, okay, that may be, but he could

30:59not possibly have cheated. the tools

31:01didn't exist.

31:03>> Like, oh, maybe the clear video is

31:05spliced. Maybe he wasn't recording,

31:07[music] but we looked at the video and

31:09there was no splices.

31:11Watching the debate, that was not my

31:13favorite moment uh of the community.

31:16>> Team 0% had long decided that only

31:19legitimate uploads were part of their

31:21criteria. In other words, if trimming

31:24the herbs was cheated, then Team 0% was

31:27already done. all legit uploads had been

31:29cleared. But while some disagreed, the

31:32majority thought that there probably was

31:34no cheating, and that meant the level

31:37had to be cleared. The best players in

31:39the world kept pushing to try and beat

31:42it. And their efforts were going

31:44nowhere.

31:45If you're like a skilled player [music]

31:47who thinks you actually have a chance of

31:49beating it, you're like, "Okay, I' I've

31:51been playing [music] for six hours and

31:53I've gotten past the second piranha

31:55plant zero times, you know?" So, I would

31:58have I don't know 2,000 plus people in

32:01my stream watching me die in the first

32:04second of the level for 3 hours. I think

32:06as soon as influential people started

32:09saying, "I don't think I have a shot at

32:12this ever," that's when people started

32:15to really wonder like, "Maybe we're not

32:17going to do it."

32:22Out of the blue, I'm on my stream

32:24playing Trimming the Herbs and I get a

32:26Discord message from a Hoyo and it says,

32:28"Hey, I want you to come here and listen

32:30to what I have to say."

32:33>> [music]

32:34>> I got invited to a a server by a Hoyo

32:37and it was like, "Okay, lay it out.

32:39Here's what happened."

32:40>> Myself, Riley, Low Curbs were in there.

32:43I We were kind of shocked. He told us,

32:46"Yes, it was Tas."

32:48>> When Mario Maker first came out, like

32:50the internet was kind of going crazy a

32:52little bit when they saw people having

32:53difficulty on levels, but like that

32:56intensity of like, you know, outsider

32:59viewers never returned to the game

33:01really. and I thought it might never

33:02return unless there was like some crazy

33:04[music] level and I wanted that kind of

33:06like experience to come back to the

33:08community again.

33:09>> So in June 2017, in an effort to get

33:12eyes back on the game, Aoyo designed a

33:15practically impossible level, trimming

33:18the herbs. He cleared it by secretly

33:20using a tool that his friend reverse

33:22engineered. He made all the perfect

33:24inputs on a computer ahead of time, then

33:27played it back on console to clear the

33:29level. This is known as a task clear or

33:32tool assisted speedrun. A Hoyo then

33:35waited for people to notice his

33:37impossible level, but they never did. I

33:40I suggested people should play it. I

33:43like went in the 0% Discord, like posted

33:45myself. I I streamed a little bit of the

33:48level from observing from simply

33:50observing it. People didn't think much

33:51of it. And then from playing it, it

33:54wasn't fun the beginning. The beginning

33:55is awful. If I were to do it over, I

33:58would have been way way way more direct

34:01in challenging people and like telling

34:03people, hey, try this level, you know,

34:06wink wink.

34:07It was supposed to be, I guess, what

34:10you'd call a white lie. And just off the

34:12top of my head, like thinking about it,

34:14probably the difference between a white

34:16lie and a lie is time. Ohoyo moved on

34:19with his life, forgot about the level,

34:21and for the next 6 years, trimming the

34:24herbs remained on the Mario Maker

34:26servers in obscurity. When Team 0%

34:29rediscovered it at the end of their

34:31journey in 2024, Aoyo was alerted to

34:34what was going on and then had to decide

34:37what to do.

34:38>> Like, I know I I was like with a monles

34:41twirling the mustache, you know, seeing

34:43how they would go in the in the last

34:44week. I think I was still not satisfied

34:47with no with the lack of attention on

34:49TTH. So I, you know, clearly I did

34:53nothing for a little while longer. But

34:54as soon as it, as soon as it turned to

34:56infighting amongst the group members,

34:58that's when real really shortly after

35:00that, then it's that's when it's like,

35:01hey guys, you you got to know about

35:03this. Truth be told, it has haunted me

35:06like a ghost of a pixelated house plant,

35:09you know? Hey kids, don't do what I did.

35:12Well, now this was the reality of the

35:15situation. Trimming the herbs was

35:17invalid. And so team 0% was done.

35:23They didn't know it at the time, but the

35:25moment Yamada cleared the last dance,

35:28they had cleared every legit upload in

35:30Super Mario Maker. Thousands and

35:33thousands of clears across many months,

35:36and it had all built up to this. It felt

35:39so hollow. It was more I don't know how

35:44to feel about this.

35:45>> Some people were upset that we didn't

35:46get to have a proper celebration of

35:48beating all the levels. They felt as

35:50though the mission kind of went out with

35:52a whimper instead of a bang.

35:54>> As underwhelming as this all was, there

35:56was one obvious way it could be

35:58salvaged. There was still about 2 weeks

36:01until the April 8th deadline. They had

36:03time to try and clear trimming the herbs

36:06legitimately. Team 0% could say they won

36:09all they wanted, but since there had

36:11been so much attention on this one

36:13level, people still felt like there was

36:15unfinished business. But of course,

36:18Trimming the Herbs was literally

36:20designed to be unbeatable by humans. All

36:23the best players in the world, Lil

36:25Curbs, the Beast, and more, they poured

36:28hours into it and gave up. So, I wanted

36:32to be optimistic, but having seen these

36:34people who conquered all these previous

36:35levels kind of thrown in the towel, I

36:39you know, in my heart of hearts, I

36:40didn't think that anyone was capable of

36:42beating it. Team 0% needed another hero.

36:46Much like how King Buu cleared Beast

36:48Needle, they needed a specialist to even

36:51have a chance of clearing trimming the

36:53herbs in the next 2 weeks. They needed

36:57sanics.

36:59[music]

37:01Sanx is one of the best Mario Maker 2

37:04players on Earth, clearing some of that

37:06game's most difficult levels, but he

37:09hadn't paid nearly as much attention to

37:11Mario Maker 1. But when the Mario Maker

37:151 shutdown was announced, I started

37:17paying attention to it. And when I saw

37:19TTH and the hype around it, I I thought

37:23we would be my chance to be part of the

37:25team 0% story. Sanx was the chosen one.

37:29He was unbelievably talented and had the

37:32thousands of hours of experience needed

37:34to even attempt to beat trimming the

37:36herbs. Progress on the level quickly

37:39followed. I was getting a lot of runs to

37:42the third stack. Uh usually players

37:44would reach it maybe once [music] or

37:46twice per session, but somehow I was

37:50getting uh there much [music] more

37:52often. sometime up to around 20 times

37:57per hour. That's that's when I realized

38:00that I might actually have a chance to

38:02beat the level before the server shut

38:04down.

38:06>> I guess the more proof he showed that

38:07I'm getting pretty close to this. Like

38:09we started thinking, "Wow, maybe he

38:11can."

38:13>> Sanax was in a race against time. 2

38:16weeks turned into one week and then just

38:19a few days. And then on April 5th, just

38:233 days before the shutdown, Sanx did

38:27this.

38:42[music]

38:48[snorts]

38:49No way.

38:50and beat his

38:53god. [panting]

38:55>> He had done something that was literally

38:57never designed for any human to do. And

38:59then just the complete elation that came

39:01after from not only him but from the

39:04chat and from everyone in the community.

39:05It went like completely viral again

39:08within the gaming space. While this was

39:11the perfect end for team 0%, this story

39:14isn't just about the top dogs. This was

39:16a communitywide effort. Thousands of

39:20players pitched [music] in to clear

39:21levels. They came together to give Super

39:24Mario Maker the final sendoff it

39:26deserved. And this is just the

39:28beginning. Team 0% is hard at work on

39:31Super Mario Maker 2. When those servers

39:34eventually shut down, we'll probably see

39:36a similar push to complete that game.

39:39Who knows what stories will one day be

39:41written. As for Ahoyo, who caused the

39:44drama at the end, on the one hand, maybe

39:47he didn't go about things the right way.

39:49But remember, the whole reason he made

39:52Trimming the Herbs was to try and put

39:53the spotlight back on Super Mario Maker.

39:57And well, it may have taken 7 years, but

40:00I would say, mission accomplished.

40:04Thanks for watching.

40:07[music] Don't forget to click the link

40:08below to purchase your DVD or VHS tape.

40:16>> [music]

40:22[music]

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