Rollin' & Trollin'

***Rollin' & Trollin'*** is a troll level by DANtheTANK. It was the first time CarlSagan42 truly enjoyed playing a troll level, as opposed to just playing it so his viewers could see him suffer, which prompted him to make a series of troll contests. This level also heavily used Cheep Cheeps, popularizing their use in blocks instead of Wigglers or Moles.

## Walkthrough

The level starts with Cheep Cheeps everywhere, and a Thwomp that is passed. After that, there is a don't look back contraption where 2 POWs need to be hit, and a Buzzy Beetle needs to be picked up and thrown at a Wiggler. Next, there is a Star speedrun section where the player needs to bounce on Note Blocks under saws. Then, there is a shellmet, followed by an anti-shellmet detector. After that, there are 3 pink coins, and a challenging shaft where the player needs to collect them and get a key, and use that to enter a key door. After that, there is a section that makes the player wait, although CP1 is straight ahead, and duck sliding results in Mario entering a pipe that fakes the goal.

There is a door that pretends to go somewhere that it doesn't go, encouraging the player to hold right, when in reality holding right makes the player walk into spikes. Then, there is the setup from *Sorry, Juz* that has something that looks like it is on a track. After that, there is a timed jump past a Muncher coming out of a pipe. To the left, there is a jump up to a door, though there is a one-way behind it. The solution is to enter the pipe that the Muncher is coming out of. Then, there is a jump on a Monty Mole, and an upside down spiny. It appears that Mario needs to throw it past a saw, however, that saw has a block behind it, bouncing the shell back at Mario. Mario needs to throw the shell upward to release a P Switch, and use it to hit a POW that kills the Munchers blocking his path. Next, there is a P Switch maze that appears impossible, but there are some platforms that remain after the P Switch expires, and there is a Bob-omb block that can be used to break the right wall. Then, there appears to be a platform that needs to be taken, but the platform goes left, and a Cheep Cheep needs to be used to clear the gap instead. After this, there is a vine that can be climbed quickly directly into a Thwomp. There is a perfect door entry on a donut that needs to be done while a P Switch is active, as pressing up too early grabs a Dick Vine, and pressing up too late means Mario is below the door. The Thwomp can also be bounced on to reach a high door, though this door is an antisoftlock. It appears that if the shellmet is grabbed from the other side of the Dick Vine door, it can be used to damage boost on the other side of the Muncher, and past some spikes. The solution to this is to go through the antisoftlock door with the P Switch active, and get a shellmet from there to continue. Through the door is CP2.

After CP2, there is a row of spikes to remove Mario's Mushroom, then a ton of vines. Waiting on the low vines means Munchers to the feet, so it is important to drop down quickly. Then, there is the classic Note Block that looks like a cloud under a saw, and another door. The other side of the door has a coin platform if a P Switch is active, which is why the P Switch timer needs to be waited out. After this, there is a part where Mario needs to rush past springs on conveyors, and jump when a conveyor is propelling him to gain a ton of momentum and proceed, while avoiding a spring at the landing spot. The pipe there needs to be carefully entered as Cheep Cheeps are avoided, and it pops out near the end. Mario simply needs to use a falling yellow platform to reach it safely.