Carlstlemania: Music of the Mind

Carstlemania: Music of the Mind is a troll level by Symplectic, as well as the first appearance of the launcher-door trick, though Carl did not show this off in the editor.

Walkthrough
The level starts clipped in a wall that Mario needs to break out of, and a Koopa that does nothing besides gain access to a troll pipe. A long jump can be made over some spikes and a yeenis, and an object covered by a sound effect boosts Mario because the jump is not normally doable. Then, there is a P-Switch maze with a piranha plant blocking, however, hitting the block below it releases a Muncher, and the piranha would have died to a falling ice block. If exit pipe is taken with the P Switch active, some blocks block the exit (aka 50-50-100). If Mario waits by the pipe, the ground turns into a coin and a chain chomp post falls on him, killing him. Mario needs to wait to the left, and if he runs in the pipe before collecting a shellmet from the sky, he will also get trapped by the bricks. There is then a puzzle with several paths, making the level look like a pink coin level, though most paths are traps. There are many ? blocks that are broken by Mario's shellmet. One door in the area contains a hint saying to take a skull platform with a Muncher under it, though it can only be done after passing through the hint room. Once Mario goes off the top of the screen, he needs to walk to a side to avoid the Muncher damaging him in his CarlBox. Mario can carefully time the skull platform downward to continue without a shellmet. Then, there appears to be a safety coin, though this is not a pink coin level. Mario then enters a pipe to CP1.

The first room after CP1 leads the player to CP2, though the only option after CP2 is to return to CP1. A ? block to the left of CP1 can be hit if CP2 is skipped, and after that is done, a launcher appears in the CP2 room that lets the player progress. However, once Mario respawns, he is small, so there is no need to do this. Mario can hit a note block to release a Weird Mushroom, though this does not help. The solution is to let the nearby launcher spit coins onto the note block to give the mushroom to Mario. Mario can then enter a pipe to a long corridor and a door in the middle surrounded by launchers, the launcher-door trick being here. Mario gets shot up a launcher on the other side of the door, and trapped if he holds up in the launcher to enter another door. There is a puzzle where Mario needs to hit a POW without despawning a Muncher, the solution simply being using Weird Mario's high jump to reach it. Mario then gets put in the room that the fake dev pipe at the beginning went to, and the same Muncher and skull platform setup takes Mario upward. He then has a choice to go in the visible or hidden pipe. The visible pipe leads back to the launcher-door room, which has the blocks from before already hit if Mario hit them, and the hidden one goes nowhere. Mario ends up in a twice twice of the other puzzle room, where he gets a mega mushroom. He can either enter an antisoftlock or the pipe from before. Through the pipe is a room where the rest of the pink coins can be collected, and the key door used, though seems to lead to death. If Mario respawns without the safety coin collected, he can go past a key check and get a key that way. Mario needs to jump out of the box by the key door and reach an area to the left, which was a starting area. He needs to climb a vine over the top of the level to access a new part that he couldn't access before, because his shellmet would break the block containing the vine. This all leads to CP2.

After CP2, a new pipe can be entered with the Juju costume, and a block that kills Mario. Mario needs to go through a new path in the puzzle section using newly accessible vines, and enter a pipe there, which leads back to the launcher-door room. Since he is now small, he can take a different path, where several layers of Bob-ombs explode, followed by a surprise Podoboo. Mario needs to go back and go down another pit in the room, where there is a reload setup. He can use a hidden block to climb to a door, and use it, where a Bob-omb explodes, simultaneously exploding a block in the Juju room. There is a Goomba costume up a shaft, and a CP3 sign using roman numerals that originally appeared to say CP1, as well as a spike that cannot be died from. He is then forced back to CP2, though the launcher-door setup changes, and Mario is sent up to CP1 instead of the other puzzle room, and he goes back to CP2. The only escape is to go back down the Juju pipe, where the ending is.