A Mario Maker 2 level by Jerp - FV0-XPV-NQF
This is the sequel to my earlier level "The Dungeon Dilemma" and is also somewhat of a Metroidvania. There's numerous ways to complete this level, and lots of possibilities open up depending on your skill and especially how well you can use the various powerups and items found throughout the level.
A system to prevent key-locking
This mechanism allows the player to (repeatedly) save progress as needed, which may be helpful while looking for the more elusive Key Coins. However, one of the key coins cannot be acquired while checkpoints are accessible (this prevents key-locking).
You can activate the mechanism by using the Note Block to drop a Bob-omb and lower the Bill Launcher. Then, stand on the left side of the Bill Launcher so it can fire and activate the On/Off Switch.
While losing the ability to save may sound harsh, activating the mechanism (and thus toggling the Dotted Line Blocks) makes the majority of the level easier. If you think you're at a point where you can finish the level and have plenty of time left, it can be quicker to activate the mechanism so it's easier to get around.
(Speed runners may want to activate the mechanism as quickly as possible)
The second checkpoint allows repeat-saving
Struggling with the level? Here's some info that might help:
This looks suspiciously like a runway...
P Switch Blocks and Blue Dotted Line blocks could take out these Dry Bones
Could break through these blocks with the right item
Perhaps a valuable shortcut?
P Switch could come in handy here
Getting a bit of extra height off of a Monty Mole
Might be worth returning to the beginning
I tend to focus on making levels designed to appeal to people who've played Nintendo's official Mario games, and they don't require difficult tech such as Shell Jumps.
My maker code is 26P-2HB-FSF