I was thinking about waiting until December 21st but I got impatient. Milestones and specials usually mean nothing to me. They can be fun sometimes, but they also encourage rushing and forcing.
Welcome to the official sequel to one of the most insane hacks I ever made. 10 levels of pure hell and glitch abuse, and more of the crazy design style of its predecessor.
Featuring some glitches not used in the original MMD as well as glitches and tricks in the later levels of the original being used in greater abundance.
Despite the daunting name and screens, I don't expect this to be any more challenging than its predecessor, but not any easier either.
The intro screen. Any suggestions for anything different?
The start of the first level.
This room just focuses on going under goals.
Feed Yoshi those three 1-ups to make it grow into an adult Yoshi, and then abuse a glitch where Mario touches the mushroom while it's on Yoshi's tongue, eating two mushrooms for the price of one.
Something I wanted to do more of when I was designing GOD PAINFUL, but I didn't have a way of regenerating mushrooms, but thanks to that aforementioned glitch, it is now a reality. Remote control Spiny by touching it from behind and taking a hit, causing it to turn around.
Somewhat inspired by Forky's vertical mushroom puzzle. Design is subject to change since I have not fully tested parts of it.
I think this will be the beginning of the fourth level (working on them out of order).
I will prolly change the palette because it's too similar to Adrenaline Rush.
Some ideas I have for later levels:
-A ghost house level called Labyrinth of Agony
-A level where jumping is completely disabled (I found a custom generator in the sprites section)
-A cave named Johnson
I am also thinking about using this hack as my AddMusic K guinea pig (some brr sampled songs appeal to me). I believe I already have a pretty good idea of what all levels I want to include (I have made a rough draft of a list of level names and what gimmicks they should have, so I hopefully don't experience many long delays caused by indecisiveness about what gimmicks and environments to make.) That's all well and good, except I don't have too many ideas for the last level, but no need to worry about that now.
I expect a 2013 release.
--------------------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.