Design elements include, but are not limited to:
-required glitch abuse
-do or die situations
-giving you items and power-ups as you need them and never more often
-less open level design, usually having a specific intended way to go through the level
I think it's one of those things where watching a video would be easier than trying to explain it.
--------------------Legacy custom music
How am I so creative? I think taking walks might have something to do with it.
Every single level I will ever make in SMM2 will be easier than Ultra Necrozma.