Rollin' & Trollin' II: Uno Mas!

Rollin' & Trollin' II: Uno Mas! was the first entry in CarlSagan42's troll contest and a sequel to Rollin' & Trollin'. "Uno mas" was likely chosen to differentiate the level from the "One more" levels, which are now called "Uno mas" levels. This level started the elevator button meta.

Walkthrough
The level starts with a couple of jumps over Koopa Paratroopas, followed by a vertical setup that could either be a single horizontal skull coaster or 4 vertical skull coasters. It is actually a horizontal skull coaster with a vertical one on the second track, which needs to be taken. A pipe then needs to be taken to obtain a POW, though not moving on the other side results in a spring and a note block hurling Mario into a spike. If the player holds jump, they can get out and above a semisolid, where they are safe. Now, a minigame where a shell is thrown at a moving POW needs to be done to slowly kill a stack of Munchers, and get the POW on top of them. However, the POW was never needed, because going back through the pipe leads to another pipe on the other side of the Muncher in the main world, due to stacked pipes that no longer exist in Mario Maker 2. Only a single POW needs to be hit to clear the way back to the pipe. If that pipe is reentered, a spring can be obtained. The spring needs to be thrown to the ground, and used to hit a hidden block with a Bob-omb in it, all before a Podoboo shoots out of a launcher to the left. Then, a Bullet Bill from the launcher needs to be jumped on to make the next jump, and a large Bob-omb ride needs to be done above some saws, though the Bob-omb bounces on a note block under one of the saws, making the player jump too far. After this, a Mushroom needs to be taken, and it appears that CP1 is obtainable using spins, though that is not true, because some of the rotating blocks that need to be broken have things in them. The next room has a challenge where a Bob-omb needs to be thrown perfectly, though this Bob-omb can also be used to obtain CP1.

After that challenge, there is a door, and a Wiggler Express needs to be taken to the end of the room. The door leads to what looks like a skewer trap, though the actual death comes from a Cheep Cheep. The Wiggler Express falls off the track, like every other Wiggler Express does, which means Mario needs to do a long jump. Then, there is a Spiny shellmet that can be obtained but not escaped with due to a fast P Switch, and a Muncher that could be pushed up if the shellmet was worn. Simply jumping up below the Muncher kills it and releases Cheep Cheeps if Mario isn't quick. After a coin shaft is fully collected, the Cheep Cheeps can be used to get back up and hit the P Switch that was part of the earlier trap. Next, there is simple platforming by spinning on Piranha Plants, though the third one dies before Mario hits it, so he needs to do a long jump again. After this, there is an elevator button, and a pipe that punishes the player by hitting a Muncher into their face if they take too long by hitting the elevator button instead of entering the pipe. There is a note block jump after that, except Mario dies from hitting the note block. The solution is to hit the Bob-omb below first, then the note block is safe. A P Switch door needs to be entered, and some launchers climbed past a semisolid, only to realize that CP2 is under the launchers.

After CP2, a race against a winged Piranha Plant needs to be done, and a door needs to be entered while carrying a P Switch. The door needs to keep being reentered to reset a track timer while not resetting the P Switch timer to avoid the coins forming a bridge being destroyed and there being no bridge after the P Switch expires. A spring can then be taken through a door, though that just kills the player. Then, a careful drop down can be done, and the player needs to spin on some Spike Tops, and enter a door, where there is a maze of hidden blocks, similar to the one in 7 Troly Pieces. In the end, all the player had to do was hit a hidden block and get a Spiny shellmet that way. A second one can be grabbed from the pipe at the top of the maze, and used to go up a pipe in the original room after a damage boost, and there are two doors in that room that lie about their destination using tracks, one of which leading to the goal and the other to a pit.