Larl Does Everything Twice Twice

Larl Does Everything Twice Twice is a Mario Maker 1 troll level by Symplectic. It is the original appearance of what is now called Twice Twice.

Walkthrough
The level starts in a room with a mushroom stem in the middle. After a few seconds, four wigglers will drop, making only the mushroom stem appear to be a safe spot, when in reality the rightmost spot in the room is also safe. These wigglers are followed by 3 small Cheep Cheeps to the left, and if the player waits too long, a P Switch will be activated. A door to the right side of the room can be entered, leading to a room where the player must hold right to avoid falling onto a spike. In this room, Bob-omb Excavation can be done to open up a pipe that leads nowhere. However, a One-Way Door can be used to go back to the first room, where the enemies fall again, in addition to a large Buzzy Beetle, which can be kicked to open a path to another door to the left of the room. When this door is used, a vine can be climbed along the middle of the small room to avoid kaizo blocks, though the bottom rightmost one must be hit in order to proceed. The player must now fall down a shaft with an arrow pointing to the left that leads to death. The solution is to hold right to enter a hallway. If the player does not hurry down the hallway, their path will be blocked by a sideways spring. Once the room is entered, a hidden block can be hit to create a sideways spring, which can be used as a platform to jump off of. Semisolids are then used to climb to the top of the level, and there is a small area that the player can drop into or skip as they walk over the level. If they drop in, a P Switch will activate, destroying the bridge they are standing on, but if they skip it, they will be fine. At the end of the path, there is a room with 3 pipes, one with an arrow upward, one with an arrow to the left, and one with an arrow downward. The upward arrow one does not lead anywhere, and the pipe is blocked on the other side, forcing the player to go back through, and the left arrow pipe is not enterable. The down arrow pipe has a Bob-omb that reveals a key, and if the pipe is re-entered, the key door in that 3-pipe room can be used. This next room has CP1 in it, with an option to go left or right, with the right direction being correct and leading to CP1.

If CP1 was grabbed, the player must die to a spike in the next room, because the pipe that continues has a conveyor under it and checkpoints always give the player a Mushroom. The level was uploaded by not collecting the checkpoint. Once the player gets through the room as small Mario, the pipe leads to an area that looks identical to the beginning. However, when the player goes through the door that looks like the one from the beginning, they hold right to avoid a spike, but this time the door went to the room that the second door originally went to, and the player walks right into spikes to the side. If the player chooses to wait there, a Cheep Cheep will fall on their head, which means the only option is to go back through the door, just like the solution for the first door from CP0. When they go back through the door, a P Switch goes off if they are not quick, killing them, but also opening up the other door in the first room if they are quick. This door leads to where the first door originally went, and P Switches continuously go off as Mushrooms get spit out of a pipe that originally gave Bob-ombs. When the player goes back through the door with a Mushroom, they can wait for the P Switch to wear off, and go back through the first door, where they are safe from the Cheep Cheep. However, in this room, the kaizo blocks have a different arrangement, resulting in the need to hit the middle block instead and running over the top. Once the shaft is entered, going left appears to be correct because there are spikes to the right, but the real solution is to not move, and a platform will carry the player to allow them to proceed. The hallway must be rushed again, and in the next vertical section, the player must hit the hidden block before the spring falls, because the hidden block is now lower. At the top, the player must now hide in the small dip in the path for a few seconds to avoid the P Switch. When they reach the 3-pipe room, the leftmost pipe now points downward, the middle one points to the right, and the rightmost one points upward. The down arrow pipe is still correct, though the player must wait to get a Mushroom because a Cheep Cheep causes the player to take damage if they leave. The right arrow pipe is not enterable, and the up arrow pipe leads to the original CP1 room. Once the keydoor is entered, the player must take the left path to get CP2.

The player then falls down a shaft with donuts and kills a Goomba automatically along the way. The next room shows that the player needs to take damage to reach the goal, so they go back up through the pipe and take damage, only to realize that was a different shaft, and if they had simply gone back through the pipe, they would be on the other side of the goal, and they needed the power up. Going back through, they get a Mushroom, and when they go back again, they end up at the beginning of the level and lose their power up. If they respawn at CP2, the area where the player thought they needed to be small will be blocked off, forcing them to redo the entire level.