This paper presents a level generation method for Super Mario by stitching together pre-generated "scenes" that contain specific mechanics, using mechanic-sequences from agent playthroughs as input specifications. Given a sequence of mechanics, our system uses an FI-2Pop algorithm and a corpus of scenes to perform automated level authoring. The system outputs levels that have a similar mechanical sequence to the target mechanic sequence but with a different playthrough experience. We compare our system to a greedy method that selects scenes that maximize the target mechanics. Our system is able to maximize the number of matched mechanics while reducing emergent mechanics using the stitching process compared to the greedy approach.