Pink Coin Level

A Pink Coin Level (also known as a Red Coin Level despite the coins being pink) is a level with two checkpoints such that one of the checkpoints has branching paths, each usually containing one or more pink coins, and access to the other checkpoint at the end of that, allowing the player to get back to the first checkpoint and do another path. There is also a key door somewhere that can be used once all of the pink coins are collected that usually leads to the end of the level, but sometimes also gives a hint saying none of that was necessary.

Terminology

 * A pink coin section is one of the branching pink coin paths.
 * The pink coin hub is the room where the pink coin sections all start and branch.
 * The hub checkpoint (CPH) is the checkpoint that grants access to the pink coin hub.
 * The save checkpoint (CPS) is the checkpoint that the player collects after completing a section that saves their pink coin progress.
 * A keydeath is when the player dies after collecting all pink coins. Because of how the game works, once a key is obtained, the pink coin memory is deleted, and when the player respawns, they do not respawn with any pink coins, and because keys aren't saved, they don't respawn with a key either.
 * The keydeath-prone section is the section after the keydoor where any death means a keydeath.

Protection from Keydeaths

 * To prevent a player from getting keydeathed between getting the final pink coin in the final section and opening the keydoor, an extra pink coin can be placed next to the key door, called the safety coin.
 * If the level has a keydeath-prone section, it is possible to keydeath there. However, there are a couple of way to fix this, one of them being to place the keydoor by the save checkpoint as opposed to in the pink coin hub, and put a respawn detector there that gives the player a key if they respawn at the save checkpoint. For this to work, it is important to make it impossible to die before recollecting the hub checkpoint. However, this can be cheesed by timing out at the save checkpoint. This method is called the save checkpoint keydoor.
 * Another way to keep a keydeath-prone section safe is to put a second safety coin, called the keydeath coin, in a place such that if it is present, the player will be forced to collect it both before taking the checkpoint for the first time and after respawning at the checkpoint. When respawning, the keydeath coin will not respawn until the player is keydeathed, so this is safe from the timing out cheese that the save checkpoint keydoor had. To finish this setup, there needs to be a respawn detector that detects if the Entity Limit B is full, which happens during the animation of a pink coin being collected. The one problem with this setup is that it can still be cheesed by grabbing the safety coin early and getting keydeathed before finishing every section, which is why it is important to make it impossible to collect the safety coin before entering a section.