I read somewhere that Nintendo uses an approach of dividing every level in 4 steps:
- Intro: you are presented with a new mechanic in a controlled environment so you can safely understand how it works.
- Development: you are presented a challenge to overcome by using the new mechanic.
- Crazyness: something crazy happens, so you have to think of different ways to use that new mechanic to overcome the obstacle.
- End: Everything is mixed together so you have to demonstrate all that you have learned up to that point.
I think this way of designing platform levels is very evident in Mario 3D World & Land. The feeling I got after playing any level of these games was that everything was very clean and very organized, but in a way that the level flowed between the different steps without you being conscious of it. I haven´t played Tropical Freeze (yet, it´s on my list) so I don´t know if Retro followed this principles, but somethings that Lathentar said have reminded me of Miyamoto´s tips for designers, so maybe Retro also uses this approach?
EDIT:
Found the link to an interview with 3D Land´s Director Koichi Hayashida that explains this much better than I did:
http://www.gamasutra.com/view/feature/168460/the_structure_of_fun_learning_.php