Elephants and Snakes and Crocodiles by Morsel
Even after six years, Elephants, Snakes, and Crocodiles remains one of the most unique Kaizo hacks ever made. Morsel combined his extensive experience with direct inspiration from Mega Man, and subtle inspiration from older, Japanese standard creators such as Anikiti and Haimari. The end result is a truly ridiculous game.
Elephants' Mega Man influence shines not only in its structure - a choose-your-own-adventure overworld leading to a final series of "Wily" stages - but in the individual levels. Each level highlights a unique chocolate mechanic that directly challenges the player while also throwing 2019 Kaizo level design standards out of a window. For example, the level Ignoble Plants incorporates custom Piranha Plants that shoot fireballs to force players to approach each section with concern and with their eyes open for danger. In this way, morsel pays respects to hacks such as Anikiti's Luigi's Adventure and Haimari's Hyper Mario World series, which are not Kaizo but still widely respected for their unforgiving difficulty.
This is not a hack for the faint of heart, and no one should go into this hack expecting to be taking a leisurely spring stroll. Morsel himself, in the hack's description, encourages you to "please play [his] other hacks first." However, if you're up for truly an exceptional challenge from an infamous creator, then I would equally encourage you to play this hack.
Java
Elephants' Mega Man influence shines not only in its structure - a choose-your-own-adventure overworld leading to a final series of "Wily" stages - but in the individual levels. Each level highlights a unique chocolate mechanic that directly challenges the player while also throwing 2019 Kaizo level design standards out of a window. For example, the level Ignoble Plants incorporates custom Piranha Plants that shoot fireballs to force players to approach each section with concern and with their eyes open for danger. In this way, morsel pays respects to hacks such as Anikiti's Luigi's Adventure and Haimari's Hyper Mario World series, which are not Kaizo but still widely respected for their unforgiving difficulty.
This is not a hack for the faint of heart, and no one should go into this hack expecting to be taking a leisurely spring stroll. Morsel himself, in the hack's description, encourages you to "please play [his] other hacks first." However, if you're up for truly an exceptional challenge from an infamous creator, then I would equally encourage you to play this hack.
Java
Fly Me to the Stars by CarlSagan42
If it takes someone with the clout and reach of CarlSagan42 to bring advanced cape tech to the Kaizo masses, then so be it; I'm on board. And that's what Fly Me to the Stars did: it took what was once considered the esoteric, even frightening language of cape to a people who until then spoke mostly only pure platforming. This quite short hack contains the advanced cape tricks sticky fly and item fly and Yoshi fly, and it pushed forward the genre of fast-paced cape gameplay seen before then only in individual levels.
Let's not forget the trolls. Carl is, above all else, a prankster, and here it's no different. Not only do the levels have end trolls, but the video on Carl's YouTube explaining how to beat the hack shows none of the trolls that exist in the version found on SMW Central. Beyond this, when Carl released the hack, he sent versions containing different trolls to various streamers so that they would be fooled even if they watched someone else complete the hack. Brilliant, but wildly disorienting for players in a truly unique way.
Beyond all else, the hack is stunning, both in gameplay and in visuals. The tricks feel good to execute, the levels are checkpointed so that you're not grinding longer than you need to be, and everything just looks awesome. This last point is especially true in the final level, "WE ARE THE COSMOS", where bomb explosions shower the playing field as you pass through like a single bottle rocket amidst dozens of other fireworks.
Fly Me to the Stars is a brilliant experience, one that was once radical and even now holds up to contemporary standards and scrutiny. If you have any interest in cape, get to it, with the accompanying video on Carl's YouTube, of course. It's almost necessary. And if you don't have that interest, maybe it'll change your mind.
shovda
Let's not forget the trolls. Carl is, above all else, a prankster, and here it's no different. Not only do the levels have end trolls, but the video on Carl's YouTube explaining how to beat the hack shows none of the trolls that exist in the version found on SMW Central. Beyond this, when Carl released the hack, he sent versions containing different trolls to various streamers so that they would be fooled even if they watched someone else complete the hack. Brilliant, but wildly disorienting for players in a truly unique way.
Beyond all else, the hack is stunning, both in gameplay and in visuals. The tricks feel good to execute, the levels are checkpointed so that you're not grinding longer than you need to be, and everything just looks awesome. This last point is especially true in the final level, "WE ARE THE COSMOS", where bomb explosions shower the playing field as you pass through like a single bottle rocket amidst dozens of other fireworks.
Fly Me to the Stars is a brilliant experience, one that was once radical and even now holds up to contemporary standards and scrutiny. If you have any interest in cape, get to it, with the accompanying video on Carl's YouTube, of course. It's almost necessary. And if you don't have that interest, maybe it'll change your mind.
shovda
Grand Poo World 2 by Barbarian
If one measure of a hack is how much influence it has on the culture, then, by this measure, perhaps Grand Poo World 2 is the biggest Kaizo hack since Super Dram World. One need only take a few steps within the realm that is Kaizo SMW to find a post-GPW2 hack with gimmicks, trolls, and/or a hack-long puzzle that calls back to Barbarian's 2019 work. Portrait rooms, while not introduced by Barb, became more popular after their inclusion in Grand Poo World 2, as did secrets in general. In addition, when the hack was released, the Twitch Kaizo world was transfixed. Nearly everyone with the requisite skill level grinded out what they could of the hack in the first days after it came out. I was there, and I can attest that it was a cultural moment. I remember the ambience, the excitement, the mystery.
So what really makes Grand Poo World 2 great? The platforming is tight, but not so tight as to cause unneeded pain. There's a sense of progression even when one has not made it past a particular obstacle, as there's an amount of control the player has even when forced through specific setups. And, because of these things, the levels are wildly enjoyable. But that's just good Kaizo, one might say, and that's exactly it. Grand Poo World 2 is just really, really good Kaizo. That's why the influence is there: not just because things were done, but because they were done well. And, while expert Kaizo can sometimes be expert because it requires the player to figure out obtuse setups or how certain items and enemies work, Grand Poo World 2 is expert because it takes the oftentimes intermediate Kaizo idea of progression through obstacles (nearly) immediately understood and pushes the difficulty. Grand Poo World 2 is a behemoth of a hack, well-deserving of any and all praise (and hyperbole) it garners.
shovda
So what really makes Grand Poo World 2 great? The platforming is tight, but not so tight as to cause unneeded pain. There's a sense of progression even when one has not made it past a particular obstacle, as there's an amount of control the player has even when forced through specific setups. And, because of these things, the levels are wildly enjoyable. But that's just good Kaizo, one might say, and that's exactly it. Grand Poo World 2 is just really, really good Kaizo. That's why the influence is there: not just because things were done, but because they were done well. And, while expert Kaizo can sometimes be expert because it requires the player to figure out obtuse setups or how certain items and enemies work, Grand Poo World 2 is expert because it takes the oftentimes intermediate Kaizo idea of progression through obstacles (nearly) immediately understood and pushes the difficulty. Grand Poo World 2 is a behemoth of a hack, well-deserving of any and all praise (and hyperbole) it garners.
shovda
JUMP½ by JUMP Team, Lazy, Sixcorby, lolyoshi
It is nearly impossible to talk about JUMP½ without first acknowledging that which came before. JUMP (Janked Up Mario Party) came out in 2015, and has been on "must play" lists ever since. In 2019, JUMP Team heard the anguished pleas of Janked Up Mario players and released the long-awaited follow-up. JUMP½ takes beloved aspects of JUMP and serves them up with a healthier dose of restraint. It is a powerful and confident follow-up, but it is also a more focused hack with a much smoother difficulty curve. Most of all, it stands on its own as a hall-of-fame hack.
JUMP½ offers all of the wide ranging ideas that collab hacks are known for, with nearly none of the chaotic messiness that can often plague such projects. Its 130(!) exits showcase a myriad of chocolate mechanics and creative custom gimmicks. Amongst its levels you will find custom powerups, movement tricks, precise platforming, notorious puzzles, and some really neat hint videos. The shadow JUMP½ casts is long, and playing through it with 2025 eyes, it's easy to see the way it has inspired countless creators.
JUMP½ is a fitting follow-up, but it is more so just an excellent, creative, inspired (and inspiring) hack. It will challenge you, but 9 times out of 10 you will be wearing a smile as it does so. If you haven't given it a shot yet, make haste and play today!
blueribbonhighlife
JUMP½ offers all of the wide ranging ideas that collab hacks are known for, with nearly none of the chaotic messiness that can often plague such projects. Its 130(!) exits showcase a myriad of chocolate mechanics and creative custom gimmicks. Amongst its levels you will find custom powerups, movement tricks, precise platforming, notorious puzzles, and some really neat hint videos. The shadow JUMP½ casts is long, and playing through it with 2025 eyes, it's easy to see the way it has inspired countless creators.
JUMP½ is a fitting follow-up, but it is more so just an excellent, creative, inspired (and inspiring) hack. It will challenge you, but 9 times out of 10 you will be wearing a smile as it does so. If you haven't given it a shot yet, make haste and play today!
blueribbonhighlife
Panga's Kaizo Kindergarten (for Dummies) by PangaeaPanga
It's hard to measure the usefulness of a Kaizo tutorial, because everyone learns differently. Some people learn best by study, some learn best by action, and there are hacks that cater to both styles. No matter your learning style, however, the benefit of a master teacher is also immeasurable, and there are few places in Super Mario World hacking where a master teacher sets out to teach their craft more directly than "Panga's Kaizo Kindergarten (for Dummies)."
PangaeaPanga is, outside of T. Takemoto, one of the most influential figures in the history of Kaizo, and "Kaizo Kindergarten" is a distillation of his knowledge of what it means to play Super Mario World. This knowledge is immense, and may overwhelm players who are just interested in making funny plumber man go jump. That's fine, because Panga's goal isn't just to teach you how, but why. It is, simply, a foundational and summary text of speed variation, jump heights, item abuse, and other elements of the game that give Kaizo gameplay its bite. It also incorporates that bite into its exams, which are challenges as formidable as the text leading to them.
I wouldn't recommend this as a new player's first hack, especially if they aren't interested in the mechanics of SMW. There are less daunting ways to learn how to read than reading the encyclopedia. However, if you are interested in making custom SMW, or want to have a real grasp of the ways to control your character and master the elements of Kaizo, then Kaizo Kindergarten is a mandatory experience. It is our chance to sit and listen to a genius explain their craft, and use that knowledge to go forth and do the same.
BD_PhDX
PangaeaPanga is, outside of T. Takemoto, one of the most influential figures in the history of Kaizo, and "Kaizo Kindergarten" is a distillation of his knowledge of what it means to play Super Mario World. This knowledge is immense, and may overwhelm players who are just interested in making funny plumber man go jump. That's fine, because Panga's goal isn't just to teach you how, but why. It is, simply, a foundational and summary text of speed variation, jump heights, item abuse, and other elements of the game that give Kaizo gameplay its bite. It also incorporates that bite into its exams, which are challenges as formidable as the text leading to them.
I wouldn't recommend this as a new player's first hack, especially if they aren't interested in the mechanics of SMW. There are less daunting ways to learn how to read than reading the encyclopedia. However, if you are interested in making custom SMW, or want to have a real grasp of the ways to control your character and master the elements of Kaizo, then Kaizo Kindergarten is a mandatory experience. It is our chance to sit and listen to a genius explain their craft, and use that knowledge to go forth and do the same.
BD_PhDX
Krack the Hack by Daizo Dee Von and Mellonpizza
Many Standard hacks that receive attention fall into one of two categories: 70+ level epics, or smaller tasting platters that experiment with gimmicks or singular concepts. Krack the Hack, by veteran Super Mario World romhack creators Daizo Dee Von and mellonpizza, offers a more comprehensive package than the usual short Standard hack. The actual hack isn't terribly gimmicky, it's most bread-and-butter Super Mario World gameplay in the spirit of the vanilla game with the difficulty ratcheted up slightly. The requirement to collect all the keys opens up a bit more level design variety, and you can finish the game in about an hour or so. It's a lovely time.
But dig deeper and you'll find a wealth of secrets waiting to be found. Every major level has a secret moon to be found, some of which are reasonably hidden, while others are placed esoterically enough that you'll require hints from levels hidden on the overworld off the main path. The levels also have vague achievements to accomplish, including such offbeat objectives like behaving like a pack of koopas and blending in with them, or just getting the keys in a level in a weird order. Krack the Hack packs a lot of game into a small amount of exits.
Your reward for completing all these extra objectives is part of the other big draw of Krack the Hack: ridiculous lore featuring Bowser kidnapping an entire race of aliens to extract resources from their bodies to acquire evil armor to conquer the universe (and Peach's heart). It's buckwild and odd, but in the best kind of way in the proud tradition of nonsense hack stories. With gameplay and story taken as a whole, Krack the Hack is one of the most unique hack experiences to come out of 2019.
SilentSnake20
But dig deeper and you'll find a wealth of secrets waiting to be found. Every major level has a secret moon to be found, some of which are reasonably hidden, while others are placed esoterically enough that you'll require hints from levels hidden on the overworld off the main path. The levels also have vague achievements to accomplish, including such offbeat objectives like behaving like a pack of koopas and blending in with them, or just getting the keys in a level in a weird order. Krack the Hack packs a lot of game into a small amount of exits.
Your reward for completing all these extra objectives is part of the other big draw of Krack the Hack: ridiculous lore featuring Bowser kidnapping an entire race of aliens to extract resources from their bodies to acquire evil armor to conquer the universe (and Peach's heart). It's buckwild and odd, but in the best kind of way in the proud tradition of nonsense hack stories. With gameplay and story taken as a whole, Krack the Hack is one of the most unique hack experiences to come out of 2019.
SilentSnake20
Nachos and Fried Oreos by GbreezeSunset and MiracleWater
I grew up in a small town with one single claim to fame: our county fair. When I chose to play Nachos and Fried Oreos many years back, it was because the name had me remembering many childhood nights of sneaking out and making my way through the woods to the fairgrounds with a bag of change, to snag the kind of grub that only came around once a year. I had no idea it would ignite a serious appetite for the standard format and would contribute to some of my favorite gaming memories of all time.
Nachos and Fried Oreos is not just a testament to the possibilities that are unlocked when talented designers join forces, but it's also a damn fun hack with a well-balanced experience and a terrific sense of humor. Each course offers a wholly unique experience; whether through the clever use of custom ingredients, spicy yet satisfying setups, palatable palettes, and amusing accoutrements such as collectables that reward the player dependent on the difficulty chosen.
Nowadays, it is quite common to hear Nachos and Fried Oreos brought up when discussing which hacks are good starting points for players new to the Super Mario World ROM hacking scene, and it really makes sense why. Not because the difficulty is on the easier side, as make no mistake, this hack will challenge your platforming abilities in some exhilarating ways and have you sharpening your skills, no matter what your ability level. And yes, it does have perma-death, but with a very appealing caveat: an 'a la carte' life system allows you to tailor the experience to your playstyle, from infinite lives down to a single life with no 1ups for you sadists out there. I personally recommend the 15-life starting option, as it allows for a robust playthrough, whilst not immediately satiating you, giving you an excuse to come back for seconds and thirds due to being, well, dead. However you choose to indulge, please do make room for this incredible hack as you will not be disappointed!
Stucat
Nachos and Fried Oreos is not just a testament to the possibilities that are unlocked when talented designers join forces, but it's also a damn fun hack with a well-balanced experience and a terrific sense of humor. Each course offers a wholly unique experience; whether through the clever use of custom ingredients, spicy yet satisfying setups, palatable palettes, and amusing accoutrements such as collectables that reward the player dependent on the difficulty chosen.
Nowadays, it is quite common to hear Nachos and Fried Oreos brought up when discussing which hacks are good starting points for players new to the Super Mario World ROM hacking scene, and it really makes sense why. Not because the difficulty is on the easier side, as make no mistake, this hack will challenge your platforming abilities in some exhilarating ways and have you sharpening your skills, no matter what your ability level. And yes, it does have perma-death, but with a very appealing caveat: an 'a la carte' life system allows you to tailor the experience to your playstyle, from infinite lives down to a single life with no 1ups for you sadists out there. I personally recommend the 15-life starting option, as it allows for a robust playthrough, whilst not immediately satiating you, giving you an excuse to come back for seconds and thirds due to being, well, dead. However you choose to indulge, please do make room for this incredible hack as you will not be disappointed!
Stucat
Not Dracula's Castle by Morsel
Don't get fooled by the "small and unambitious" words in the description, this hack contains everything and more that you would expect from Morsel. From the unassuming title screen, you already get a sense of what this hack is going to be: atmospheric and complex. This hack contains exactly the type of complex challenges and obstacles we're accustomed to from Morsel, the more you progress, the more you are tested as a player. As with Morsel's other works: "Gaijin Mario", "Storks and Apes and Crocodiles" and "Elephants and Snakes and Crocodiles"—worth mentioning that Not Dracula's Castle released only months after Elephants—this hack has a wide range of creative levels, all of them presenting very unique type of challenges without actually reinventing the wheel.
The very first time I played this hack, I got stuck in the first room for countless hours, and I think most first-time players shared this feeling of cluelessness. Once you figure out the solutions, it feels very rewarding to clear each room. Morsel asks you to perform rarely seen tricks, so you will have to learn to execute very intrincate maneuvers to pass through the setups, but they are built in a way that they always are perceived as new discoveries (jumping out of water while small, the cape room, killing while in P-Balloon state, etc). If you've played JUMP or JUMP½. you will recognize some gimmicks from the aforementioned games, but in the much harder context of Not Dracula's Castle they feel new and fresh.
It's been six years since its release, but I'm very confident to say this hack has aged like wine: it still feels like a brand new hack, with a very high replay value in it. From my experience, this hack is definitely not recommended for people without experience playing difficult Kaizo. Though there's a lot of traditional level design in it, Not Dracula's Castle is still a strict Kaizo hack in the way we are accustomed; Morsel's level design creates a very clean and smooth balance between the style of design that you might find in older, Japanese hacks and the assets and the configuration of modern Kaizo hacks, with that unique twist he is known for. If you are starting this hack for the first time, I must warn you that you will spend several hours with it. If you consider yourself as an experienced player, or believe you know what SMW hacks are capable of, I assure you that Morsel will amaze you with at least one setup or quirk that you haven't seen before.
Alex
The very first time I played this hack, I got stuck in the first room for countless hours, and I think most first-time players shared this feeling of cluelessness. Once you figure out the solutions, it feels very rewarding to clear each room. Morsel asks you to perform rarely seen tricks, so you will have to learn to execute very intrincate maneuvers to pass through the setups, but they are built in a way that they always are perceived as new discoveries (jumping out of water while small, the cape room, killing while in P-Balloon state, etc). If you've played JUMP or JUMP½. you will recognize some gimmicks from the aforementioned games, but in the much harder context of Not Dracula's Castle they feel new and fresh.
It's been six years since its release, but I'm very confident to say this hack has aged like wine: it still feels like a brand new hack, with a very high replay value in it. From my experience, this hack is definitely not recommended for people without experience playing difficult Kaizo. Though there's a lot of traditional level design in it, Not Dracula's Castle is still a strict Kaizo hack in the way we are accustomed; Morsel's level design creates a very clean and smooth balance between the style of design that you might find in older, Japanese hacks and the assets and the configuration of modern Kaizo hacks, with that unique twist he is known for. If you are starting this hack for the first time, I must warn you that you will spend several hours with it. If you consider yourself as an experienced player, or believe you know what SMW hacks are capable of, I assure you that Morsel will amaze you with at least one setup or quirk that you haven't seen before.
Alex
Quickie World 2 by Valdio
Quickie World represented one of the most seismic shifts in the evolution of Kaizo when it came out. The sheer novelty of an "easy" Kaizo hack changed the perception of what was possible in the space, emphasizing the form of Kaizo over the difficulty as the defining feature. It would be impossible for Quickie World 2 to have the same seismic impact as its predecessor, but it is in many ways a better game thanks to lessons learned by creator Valdio. The levels are more sophisticated without increasing the complexity, the platforming is more fun, and the difficulty curve is more even — nothing like the infamous Sawrfing Castle to slow players down.
The game represents a massive step up in the visual department as well. Looking at the stark difference between Quickie World and its sequel makes clear the loose dividing line when ROM hack creators started to step up their games when it comes to aesthetics. The vanilla recolors are more artfully done and thoughtfully considered, and the original pastiches — including a Deltarune tribute level — pushed the boundaries of what Mario can look like.
Ultimately, though, it's the portrait rooms that pay tribute to figures in the community that show where the heart of the game resides. The SMW community rallied around Quickie World and encouraged beginners to the Kaizo subgenre to start there. Valdio's gratitude shines through in Quickie 2, both in its tributes and overall design generosity. It really feels like the game was built for us, fueled by both the love of the community and Kaizo in general. Because of this, Quickie World 2 proves to be exactly as essential of a play as its influential predecessor.
SilentSnake20
The game represents a massive step up in the visual department as well. Looking at the stark difference between Quickie World and its sequel makes clear the loose dividing line when ROM hack creators started to step up their games when it comes to aesthetics. The vanilla recolors are more artfully done and thoughtfully considered, and the original pastiches — including a Deltarune tribute level — pushed the boundaries of what Mario can look like.
Ultimately, though, it's the portrait rooms that pay tribute to figures in the community that show where the heart of the game resides. The SMW community rallied around Quickie World and encouraged beginners to the Kaizo subgenre to start there. Valdio's gratitude shines through in Quickie 2, both in its tributes and overall design generosity. It really feels like the game was built for us, fueled by both the love of the community and Kaizo in general. Because of this, Quickie World 2 proves to be exactly as essential of a play as its influential predecessor.
SilentSnake20
Super Sheffy World 2: The Quest for Five Shells by westslasher2
Super Sheffy World 2 arrived at a pivotal moment in Kaizo history. The popularity of Kaizo was increasing, and an influx of players from Super Mario Maker were beginning to experiment with Lunar Magic. Already an established level creator in Mario Maker, Westslasher set his sights on ROM hacking with Super Sheffy World . While quaint by modern standards, at the time Sheffy 1 was a fairly bold attempt at merging the more item and shell-centric ideas from SMM with the physics engine of SMW, however his next work would be the most groundbreaking.
For Sheffy World 2, Westslasher sought to transcend the limitations of Super Mario World itself since aspects of the game's physics prevented certain tricks from being a practical reality. Midairs (a shell jump without an assisting wall) and one-frame P-switch jumps—difficult tricks even by modern standards—were not in the wheelhouse of very many players and often out of the question in level design. The innovation of Sheffy 2 was to make these tricks more viable by tweaking the physics engine itself: shells were made to move more slowly, allowing for "free" midairs, and Mario's interaction with P-switches was given more frames to allow for jumping. These innovations drastically increased the scale and complexity of obstacle design, since manuevers which were once choke points in a level could now be used freely. In its way, Sheffy 2 helped propel the usage of modified sprites and mechanics into a new era.
Despite all these quality of life changes, Sheffy 2 was nonetheless a monumentally difficult hack and remains so to this day. While the physics changes were polarizing to some players, a floodgate had been opened that would never again be shut. Level creators had largely worked to make their designs fit into the SMW engine and Sheffy 2 showed how much could be accomplished by simply changing the engine itself to fit the maker's vision. Despite some short-sighted calls for a sequel to Sheffy 1 to return to 'pure platforming', Sheffy 2 proved that item tech tricks were not only here to stay, but possessed a fluid beauty all their own.
The game was eventually presented as a speedrun by revolug at Awesome Games Done Quick 2025 with an estimate 20 minutes lower than the original world record. Down from 43 minutes six years ago, the record now stands at a mere 11:50 — a testament to the extreme leaps in skill the game helped facilitate. Westslasher seemingly vanished back into the internet aether many years ago, but I can only hope they're proud of the legacy they hatched, and hope we someday get the rumored Sheffy 3 to push us all toward even greater heights.
GlitchCat7
For Sheffy World 2, Westslasher sought to transcend the limitations of Super Mario World itself since aspects of the game's physics prevented certain tricks from being a practical reality. Midairs (a shell jump without an assisting wall) and one-frame P-switch jumps—difficult tricks even by modern standards—were not in the wheelhouse of very many players and often out of the question in level design. The innovation of Sheffy 2 was to make these tricks more viable by tweaking the physics engine itself: shells were made to move more slowly, allowing for "free" midairs, and Mario's interaction with P-switches was given more frames to allow for jumping. These innovations drastically increased the scale and complexity of obstacle design, since manuevers which were once choke points in a level could now be used freely. In its way, Sheffy 2 helped propel the usage of modified sprites and mechanics into a new era.
Despite all these quality of life changes, Sheffy 2 was nonetheless a monumentally difficult hack and remains so to this day. While the physics changes were polarizing to some players, a floodgate had been opened that would never again be shut. Level creators had largely worked to make their designs fit into the SMW engine and Sheffy 2 showed how much could be accomplished by simply changing the engine itself to fit the maker's vision. Despite some short-sighted calls for a sequel to Sheffy 1 to return to 'pure platforming', Sheffy 2 proved that item tech tricks were not only here to stay, but possessed a fluid beauty all their own.
The game was eventually presented as a speedrun by revolug at Awesome Games Done Quick 2025 with an estimate 20 minutes lower than the original world record. Down from 43 minutes six years ago, the record now stands at a mere 11:50 — a testament to the extreme leaps in skill the game helped facilitate. Westslasher seemingly vanished back into the internet aether many years ago, but I can only hope they're proud of the legacy they hatched, and hope we someday get the rumored Sheffy 3 to push us all toward even greater heights.
GlitchCat7
Ultra Kaizo World 2 by Arobam
Arobam understands the mechanics and motion of Mario on a deep level, and applies that knowledge to create surprisingly intricate movement and satisfying jumps throughout every course in Ultra Kaizo World 2. This hack represents a design style that I enjoy quite a lot where the emphasis is not placed on the individual obstacles but the story those obstacles tell and how Mario can move through them. This style lends itself to a delightfully smooth ride with very little bumps aside from the vicious trolls and slight difficulty spike at the cape level. Every level is a satisfying dance of jump control and precision and every obstacle flows into the next effortlessly, making this one of the most enjoyable expert hacks I've ever played.
Many hacks are ambivalent to the quality of your movement — only concerned with if the player is passing the jumps - but that's not enough for Ultra Kaizo World 2. Many sections have speed-forcing mechanics like Skytrees and snake blocks that make the player clear the obstacles correctly, but also clear them fast. As an extremely talented player himself, Arobam knows how to optimize movement from experience - and he expects that expertise from you. This hack is a great example of how being a skilled player helps to make one a skilled creator, and vice versa. In that way, even though the individual obstacles aren't as flashy as some more modern Kaizo, this is a hack only Arobam could have made. He speaks to the player through the movement in a way I've rarely seen before or since.
revolug
Many hacks are ambivalent to the quality of your movement — only concerned with if the player is passing the jumps - but that's not enough for Ultra Kaizo World 2. Many sections have speed-forcing mechanics like Skytrees and snake blocks that make the player clear the obstacles correctly, but also clear them fast. As an extremely talented player himself, Arobam knows how to optimize movement from experience - and he expects that expertise from you. This hack is a great example of how being a skilled player helps to make one a skilled creator, and vice versa. In that way, even though the individual obstacles aren't as flashy as some more modern Kaizo, this is a hack only Arobam could have made. He speaks to the player through the movement in a way I've rarely seen before or since.
revolug