My second course. Unlike just about everybody else, I've been roughly obeying the original 9-day unlock pattern just to see what I can do with it, and I started this one on day 4: ergo, I've only used features up to the castle set (everything up to the Fire Bar).
Take the 'A' Train
F5F2-0000-0040-42D2
Synopsis: Ride the Skull Rafts through the castle, but beware: some are occupied by foes who paid good money for their seats and will not give them up easily.
- Traditional Mario experience with a handful of new mechanics
- Many alternate pathways depending on which items you obtain and keep
- Multiple strategies for clearing the final encounter (patience is key!)
- Bonus rooms
- 3 1UP mushrooms to collect
Difficulty: Moderate to clear, somewhat harder to see everything. Know how to use the run button.
Help! I'm stuck. No you're not. I tested this stage thoroughly: you should never get stuck from accidentally setting a Skull Raft into motion and jumping off. Every stage element required to move forward can be respawned, i.e. there is always a way to go backwards just far enough to do it (though it isn't always easy). But do let me know if there are other bugs.
Playtesting and comments appreciated, here or on Miiverse.
Also, for those who missed it, here is the first stage I posted in this thread, buried all the way back in page 80. (Pardon the bump.) This one obeys all constraints up to the unlocks on day 2 and explores a variety of unique interactions with the spring.
It Might as Well Be Spring - 128A-0000-002B-853E
(The cover image for this one looks rather too modest and uninformative; I am tempted to upload the stage again just to change it. Before, I didn't know that the image was a snapshot of whatever you are looking at when you hit Save.)