Sorry, Juz

Sorry, Juz is a troll level by Icay made for juzcook.

Walkthrough
The level starts in an overgrown room, with something that looks like a flagpole. There is a Wiggler Express which leads nowhere, and an unreachable door. However, through a different door, there is a Goomba that looks like it is on a track when in reality it is just walking, that can be easily killed. Through a pipe after that, being slow results in a Muncher in a Clown Car blocking the way. Then, a wrap-around jump needs to be done to avoid a hidden block and reach another conveyor. There is also a falling hidden block to the other side of that shaft, requiring a bit of waiting before continuing. There is another conveyor and track setup with a Goomba, but this time the Goomba is on the track, and it therefore does not reach the player. Jumping to avoid the Goomba, however, blocks the path. Going forward, there is a pipe that can be entered, and a path forward. The pipe just leads to death, while going forward is correct. Ahead in the hallway is CP1.

A hidden block in the hallway has a key, which can be used to open a key door. Through the key door is a Classic Big Mushroom, which Mario can use to break blocks, though not much can be broken. There is one jump with hidden blocks where standing directly under them results in Mario breaking the floor, and if he breaks the floor twice, he dies, so he needs to hit the blocks at an angle. Then, Mario needs to duck slide under a one block gap to continue. There is a spike forming another one block gap after that, with the option to duck slide again or take damage. Duck sliding again results in Mario breaking blocks automatically on the other side of the door and dying, which is why taking damage is needed. The conveyors there can be used to perfectly enter a one block gap, and get to the next part. Here, a Spike Top needs to be avoided as a jump is cleared. There is a Note Block that can be used to clear a jump, though this bounces the player too high and sends them back to the room with CP1 in it. The solution is to go to the very right side of the room, and collect a Mushroom from a hidden launcher, and damage boost over the spiked mountain that the Note Block was previously used to get over. Going through the pipe at the end, there are burners that turn on, but a Goomba comes out of the pipe if Mario waits there for too long. Mario needs to hide in a cubby above the pipe until the burners finish.

After CP2, there is a blue platform that the player jumps off of quickly, as well as a skull platform that goes down, while the player expects it to go up. There is a vine block above the skull platform that can be hit, though jumping off the vine early makes the player hit kaizo blocks. Next, there are blue platforms on spikes that kill the player, and a platforming section on other blue platforms, and at the end there is another part. It turns out there is a single spike missing under one of the blue platforms that can be gone under. In that later part, there is an amiibo costume, and a part that kills the player. The solution is to go down the hole in the spikes, and enter a hidden pipe down there. Then, there is something that appears to be in the middle of the level, when in reality it is at the bottom, so vines need to be used to stay alive, and a door can eventually be entered. Eventually, the level uses the Wigglers popularized by Squirmathon to kill the player, with one Wiggler dying and therefore having no hitbox. Once a P Switch expires, the exit door can be entered, provided that the player did not collect the coin below the door. Through the door, the area appears to be a softlock, but this time the Dick Vine behind the door helps the player by letting them jump higher to reach a donut and enter another pipe. Climbing the vine quickly and jumping off also makes the player hit a falling hidden block. Through the pipe, there is a door that leads to a room with 4 ? blocks, and an arrow pointing to one of them. The one with an arrow pointing at it has a P Switch in it, which activates a Bob-omb that blows up the path forward, which actually leads back to the pipe's room, though the flagpole is covered by a track and on that path.