I immediately escaped onto the cloudy roof, which is as surreal and perilous as in real life, although I was, of course, expecting Super Mario to take me to heaven, not to get trapped in an invisible pit. Take two, I'm running along too quickly to read that there's a time limit and you gotta what the where before they blast the thing; not too much of a problem with the amount of replenishment along the way. The last challenge put me so close to the wire that collecting the last pillar gave me just enough to win and lose at the same time. Selecting restart only returned me to the earth to ascend higher up unto a white screen, and finally...Super Mario...
The game is a relaxed Nerve mazer, such as one can be; all challenges are derived from the movable platforms, but their difficulty mostly only scales in one direction. Creating a challenge out of strange, narrow passageways that only certain platforms will be able to fit through would strain the resilience of the physics system, so it was both a conservative and liberating choice to call attention to the periphery of scope with a jittery dog pile of platforms blocking my way.
The ability to "create" a platform in a platformer has been used at least since Mega Man 2 but still feels underrated and underutilized. The Wii U's plumber debut even included a patronizing support role at best and an invincible wall troll at worst. I think more games deserve to center this feature in their design, along with Tears of the Kingdom's physics as the "bar to clear" at time of writing.