Rollin' & Trollin' III

Rollin' & Trollin' III is the third troll level in the Rollin' & Trollin'  series. This level had a section CarlSagan42 referred to as a "spaghetti factory" due to its disorganization, which gave birth to the term spaghetti. This level also featured the original CarlBox, given its name because CarlSagan42 was always waiting in them.

Walkthrough
The level starts with the dodging of a Spiny shell. The shell needs to be thrown into a hidden POW behind a saw to the left in a room after a Thwomp that does nothing. There are hidden blocks everywhere except to the very left of the next section, which has a large Buzzy Beetle that can be kicked toward some POWs through hard blocks, except a one-way prevents them from actually hitting the POWs. One POW can be used to collect the first pink coin, and the second one is obtained by throwing a shell at it above a block covered by a saw. Through the key door, two POWs need to be hit to remove some Munchers, and a hallway needs to be run through to avoid a red cannonball. A Mushroom can be collected, and there is some spin platforming, where the player will likely troll themselves by believing one of the blocks is fake. However, after that section, Mario needs to take damage to avoid spinning on a Buzzy Beetle, and throw the shell at a POW to progress. After that, there is a skull platform that may make the player think it will go left, but in reality it goes right. To the right, there is a rush section past a Podoboo in a pipe. That pipe is the correct way to go, and it is difficult to enter, and through it is another CarlBox where waiting denies access to CP1. There is another pipe in that rush room that leads to a spike maze that leads to the edge of the screen.

On the other side of a door after CP1, there is a Cheep Cheep antisoftlock, using the bonus music. The solution is to take Yoshi backward. After making a high jump that ditches Yoshi, a shell needs to be thrown toward a POW, after which a Podoboo is dodged. Through the door after that, there is an anti-shell check, and some large Spinies that force Mario to walk slowly. However, at one point some launchers rise below Mario and hit him into the spiked ceiling. The solution is to grab a vine by the door. However, doing that raises a different 3 launchers, killing the player again. After that, a vine in a ? block can be climbed, and a door entered. Through the door, there is a vine that can be grabbed, or a platform that can be used to escape the pit below it if the player didn't react fast enough. There is a Muncher that comes out of a pipe, and CP2 behind a Thwomp.

The next part involves skipping a block with a Cheep Cheep in it, and going to the next room. Here, there is a Fire Clown Car that cannot be used, and a Bob-omb coming out of a pipe that is needed to break some blocks and progress. The next room has a skewer that does nothing except release a P Switch, and a "safe spot" that is actually the one unsafe spot. Then, the P Switch can be hit, and a P door can be entered. After that, the top of the section can be climbed to a pipe, though that just goes back to CP1. The next and final room has a timed part where Mario needs to get on a platform while avoiding a burner, climb vines over a Muncher, and finally enter the giant gate, though climbing too high also goes back to CP1.