That Level Again 1 · Original Room

That Level Again Level 16

Attack the floor from below: jump under the exit platform until a breakable section opens a new route.

That Level Again Level 16: Sometimes you are Mario gameplay
Gameplay frame from the Level 16 segment of the 77boa77 Gamer full walkthrough. Game artwork © IamTagir.View source
Important notice regarding level numbering

This guide matches the level title “Sometimes you are Mario” and the verified gameplay image above. Early-level numbering is stable in our checked Android and iOS references, but later updates list different overall totals.

Solution checkedThat Level Again Level 16 verified 2026-09-24 · verified

That Level Again Level 16 walkthroughs & guide

That Level Again Level 16, titled “Sometimes you are Mario,” uses the same gloomy room, hazards, red switch, and right-side exit as the surrounding stages. The visual repetition is deliberate: the puzzle is not about discovering a new room but about noticing which assumption has changed. For this stage, the decisive action is to jump into the underside of the breakable block below the doorway. The game registers the solution through a Mario-style head bump that breaks the exit floor. Once that condition is met, the right-hand door opens and the remaining task is ordinary platform movement.

The screenshot is here for more than decoration. Compare the number and title in the upper-left corner with your own screen before following the steps. If your screen says something different, use the title rather than forcing a mismatched answer. That Level Again Level 16 appears near the start of the game, where the developer is establishing the series' central joke: the room can look identical while the meaning of “press the button” changes completely.

That Level Again Level 16 quick answer: Move underneath the door platform and jump upward into its underside to break the block or floor section, then use the resulting hole to reach and pass through the exit.

Step-by-step walkthrough

01

Read the room

Navigate to the lower area beneath the right-side door. The reference to Mario points to hitting a block or floor from below with the character's head. Keep your movement deliberate; rushing is the easiest way to turn a solved puzzle into a failed platforming attempt.

02

Trigger the rule

Line up under the breakable section and jump straight upward. Repeat only if the first hit was off-center; a correct collision opens a hole in the structure. That Level Again Level 16 will only advance after the specific input has registered.

03

Take the exit

Use the newly opened gap as the route to the doorway. Move through the broken section and enter the exit to complete the level. Keep your movement deliberate; rushing is the easiest way to turn a solved puzzle into a failed platforming attempt.

How to know the solution worked

The clearest confirmation is the door on the far right. Do not assume a press counted only because the character or finger touched the red area; watch for the doorway to open. If nothing breaks, stand directly beneath the destructible section near the door and make a vertical jump so the character's head hits it squarely. Once the door is visibly clear, no second puzzle remains. Cross the platforms, avoid the spikes, and enter the doorway. If the character dies on the route, repeat the trigger after respawning if the door has reset.

Notes and precautions

  • The important surface is underneath the exit platform.
  • A head-first upward collision supplies the trigger.
  • The red button is not the main solution.
  • The break creates the route rather than opening the door conventionally.

These distinctions matter because That Level Again Level 16 is designed to catch players who repeat the previous stage's behavior without reading the new title. The title is a clue, the room is a controlled test, and the button is both an object in the world and—depending on the level—a part of the interface. When an action fails, change the kind of input before trying to perform the same input faster.

Tips and tricks

  • 1Stand still before the vertical jump.
  • 2Aim under the center of the breakable tile.
  • 3Look for the floor section to disappear.
  • 4Use the hole immediately after it opens.

Collectibles and secrets

That Level Again Level 16 contains no collectible or coin despite the Mario reference. Only the block-breaking head bump is required. We found no evidence that an optional pickup changes the normal completion condition for this stage. If you are only trying to continue the story, focus on the button-door relationship and do not search the dark background for a missing item.

Why this clue makes sense

That Level Again Level 16 is an early demonstration of That Level Again 1's design language. The developer keeps the geometry familiar so a tiny rule change becomes the entire puzzle. That economy is what makes the answer feel obvious after you see it: the room has not withheld information, but it has encouraged a habit. Read the title literally, notice what type of input it suggests, and let the door's animation confirm the result.

In short, the complete That Level Again Level 16 walkthrough is: Move underneath the door platform and jump upward into its underside to break the block or floor section, then use the resulting hole to reach and pass through the exit. Use the screenshot and title together if your platform reports a different total number of levels.

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