# depressive donuts

## i hate mayonnaise 2

1.11.2

# About

Hello!! I hope you're all enjoying your Christmastime season. I have created a quest. It is a decent quest, or at least, I hope that it is. It is called Depressive Donuts, alternatively, "I Hate Mayonnaise 2". As you might expect, it's a sequel to the former. It shares a lot in common in terms of the level of quirkiness and the tileset, but most of the design has been improved upon the first quest, I think, and I've made a lot of graphical and palette tweaks to keep the areas feeling unique atmospherically. I at least put more time into it. I've learned a lot about quest design--and in turn, game design--from making this.
I developed it mostly in 2.10, so it was really meant to be a 2.10 quest. I ended up accidentally saving it in 2.50, though... so I just decided to add a few enhancements, bugtest it again, and finish it up. There ended up being surprisingly few version-specific bugs, so it worked out nicely. But if you're looking for flashy features or scripts, you're prolly gonna be disappointed. Fair warning.
This quest was originally intended as a counterpart to Exate's "Pessimistic Pizza", hence the name, and both quests were supposed to come out at around the same time (Christmas 2009). Unfortunately, years of delays caused by stunted motivation and a lack of inspiration on both of our behalves means that they were way, way off target, and it also means that they won't be released concurrently as originally planned. (I took multiple several-month-long breaks while developing IHM2, personally. I think if I hadn't done that, it'd have taken me about 2-3 months to actually finish.) They can still be considered "partner" quests in a way, though, both being sequels to our original mini-quests.
I am happy that it took me *exactly* two years to finish my own quest. It means that I'm on target for a December release date.
You should probably play it in ZC 2.50.2, although it should work on the other 2.50 versions provided there are no major compatibility-breaking bugs.
The zip file comes with multiple map files (ihatemayo2_l#.png and ihatemayo_ow.png). Each of the dungeon maps has the staircases labeled. These files contain some gameplay spoilers, obviously, so don't look at them if you really want to discover and figure things out by yourself!
Anyway, I'm very, very happy to see this done. I hope you find the experience of exploring the world of... uh... whatever world the I Hate Mayonnaise world is called canonically... as fun as I do. I mostly just like the pretty colors.
—Rambly, 2011

# Files

- ihatemayo2.qst — This is the quest file. You will need Zelda Classic version 2.50 to play this.
- ihatemayo2_notes.html — You're reading it!!
- ihatemayo2_l#.png and
- ihatemayo2_ow.png — These are full maps for main dungeons and overworld. Passageways are marked by letter. They might have some slight differences from the final quest. These maps contain spoilers.

# Changes

## 1.11.2 (February 15, 2016)

- Updated to ZC 2.50.2 Final. I guess I like the number 2, now.
- "unless I ever find some way to make bomb confetti actually look like confetti..." It happened, it really did! Bomb confetti actually has a neat confetti effect now, coded by Yours's Truly!
- The rules for fire and bomb player damage have been switched. Fire now hurts you; bombs do not.

## 1.11.1 (January 21, 2015)

- Updated to ZC 2.50.1 Final. I like the number 1.
- Tidied up some under combos and crap. You'll probably never notice most of the changes; they were all super minor bugfixes.

## 1.11 (May 11, 2014)

- Updated to ZC 2.50 Final.
- Added sound effects for Link walking in shallow water and tall grass. This required a script (the only one that will ever be used in the quest, unless I ever find some way to make bomb confetti actually look like confetti...). Thanks, MoscowModder!
- Adjusted item drop rates: Clocks don't drop anymore (they shouldn't ever have), and large candy pieces drop slightly less often now.
- Fixed a bug in the Undeath Tree where the trap room was broken.
- Made a few tile edits (cut bushes in dungeon).
- Water fountains in Level III make ambient sound now.
- The Magnifying Glass no longer costs rupees to use. As a trade-off, its field of view has been reduced significantly.
- Stalfos 2s wield brooms now.
- Fixed a few under combo bugs (Festivity Fields, Crystal Caves).
- Changed a few puzzles very slightly (Level I, Level V, Undeath Tree).
- A few other minor changes (enemy layouts, some tiles moved, etc).

## 1.10 (July 19, 2012)

- Updated the minimaps. Now, a small insignia appears for each dungeon when you haven't gotten the map... and a detailed, full color map will appear when you collect the map item, complete with colored doorways and marked passageways!
- Updated the map title style/color for each area.
- Updated all screen transitions on the overworld -- less Scrolling Warps, more Entrances/Exits. This is how transitions were always intended to be; I just couldn't make them that way due to ZQ 2.10 limitations. Now that it's a 2.50 quest, the sky is the limit! Literally. You still can't go into space in this quest.
- Made it so that walls in dungeons are truly solid. (ie. they block weapons now)
- Gibdo heads are now properly-colored pumpkins instead of green ones!
- Fixed a Rope color bug. A lot of other minor tweaks and fixes, etc.
- The final boss fight shouldn't cause pain to look at anymore. (Set the damage combo speed to 3.)
- Redid the puzzle in Castle Canyonero; updated the related hint to apply to a different puzzle.

## 1.05.8 (June 23, 2012)

- Updated to ZC 2.50 RC3.
- Did some minor screen redesigning to make a few screens more walkable and less monotonous.
- Fixed a bunch of minor bugs. Thanks, Exate!
- Extended Lower Barbasol by one screen.
- Tweaked the final boss. They should be much harder now.
- Picking up the Triforce now warps you out of the dungeon.

## 1.05.4 (December 19, 2011)

- Fixed a bug where Crystal Caves was offset and you couldn't do anything in it.

## 1.05 (December 18, 2011)

- Good news! This is the last update I'm releasing for a while. Bad news! It's another update. Good news! It doesn't fix any gamebreaking bugs becuase there weren't any! Bad news! It does fix a bug where one of the heart containers was unreachable. Agh agh agh agh agh agh agh.
- Fixed a few areas where enemies could get stuck.
- Fixed a staircase leading to a heart container that was previously unobtainable.
- Changed the torch tiles in level 4. They were hideous before.
- Fixed a few walkability bugs in level 3.
- Fixed the bug where you could sequence break in the Undeath Tree.
- No more treasure chests because they looked particularly ugly and didn't fit the "classic" style of the quest! They're all either item rooms or just items out in the open now.
- All ice in the quest is now combo type 0 instead of combo type 13. In other words, ice doesn't slow you down anymore. I've found that the slowdown added unnecessary tedium and I'd never used the ice for anything other than decoration (as opposed to placing it strategically to make rooms harder). So there you go.
- Changed the item bubble sprites.
- Thanks to 8-bit mode, purple rupees look a little better now.
- Changed the book sprite.
- Changed a room involving spikes in the America dungeon to be a little more fair.
- Added a switch when leaving the boss key room in level 4 (so you don't have to get stuck).
- Made "automatic" switches a little more sensitive.
- Made the hookshot drippy, for whatever reason.
- Made a subtle change to the Aquamentus's horn.
- Burn flags are now triggered instantly. This speeds things up significantly (especially in level 4), makes burnable areas a bit easier to find, and I didn't see any negative side effects that would come from disabling it. Please don't prove me wrong.
- Added a few hints. I realize now that mandatory items shouldn't be ridiculously well-hidden the way they are. Dammit.
- Made the red ring toll road guy a bit cheaper (but only a little bit).
- Made the path to Shiptown Township not hidden. Hiding it was kind of a cheap move on my behalf, to be honest, even with the arrow hint, since it's a mandatory location in the game.
- Made the whistle warp ring much more useful. Now, instead of dungeons that you never have any reason to revisit, it takes you to the potion shop, the wand shop, the screen just before the entrance to Whoaness, and near Shiptown Township.
- The boss of America is no longer Digdogger. This allows you to beat the dungeon as early as before Level 2, if you really want to.
- Thanks to the power of COMMUN--I mean, more intelligent price selection, all of the bomb upgrades in the quest are fixed at the same price.
- Speaking of which, I fixed the staircase to one of the bomb upgrades.
- Made super bombs cheaper. Since you have to buy them a grand total of three times in the quest (and one is mandatory), this only made sense.
- Getting through the frozen cave no longer requires the bracelet.

## 1.00.3 (December 17, 2011)

- Fixed the layout to the room before the whistle in Level 4. Before, getting past this room was impossible. I promise I've tested all of the game now and that it really is beatable to the end. Honest. :)
- Tweaked a few puzzles, particularly some of the more obscure ones.
- Fixed a bug where you could walk off the screen with the boss on it in Crystal Caverns.
- Tweaked the number of Mirror Robes in Level 5.

## 1.00.2 (December 16, 2011)

- Fixed another gamebreaking bug that I could have SWORN I'd fixed before. Arghrghrgrahgrh.
- A few minor tweaks.
- Donut.

## 1.00.1 (December 15, 2011)

- Fixed a major bug and one minor one. Dammit.

## 1.00 (December 14, 2011)

- Initial public release.

# Credits

I really, really appreciate the help I've gotten, and I am indebted to all of these people for all they've provided.
Thank you!

## quest

(and some custom tile work, palette work, et cetera...)
Rambly

## graphics

### tileset

This quest uses a modified version of the tileset from Bloodstar's A Link to the Shadows,
itself a modified version of Exate's Edited Demo Quest Tiles,
itself a modified version of Phantom Menace's Demo Quest Tileset.
Thank you to Bloodstar for letting me use his tileset well before its official release!

### original assets

Nintendo
HAL Laboratory
Square Enix
Namco
Capcom
Game Freak
Chunsoft

### from Armageddon Games

Phantom Menace
Warlock

### from PureZC

Bloodstar
Exate
4matsy
King Aquamentus
Radien
PrinceMSC
Orion
Wild Bill
Tatsudoshi

### from The Spriters Resource

Vanarus
Kamon
HeladoDeSol
Ragey
Mystery_Dungeon
Jackster
Mighty Jetters
Techokami
Dasani
Fleepa

## beta testers (and bug catchers)

Bloodstar
Exate
Sephiroth
Eppy
Moosh

## special thanks

### shallow water SFX script

MoscowModder

### advice, support, general wisdom

Bloodstar
Exate
Jill
Sephiroth
Eppy
Raspberry
※ thanks to Jill, Exate, and Sephiroth for providing some of the MIDIs used within the quest.
※ thanks to VGMusic for being an infinitely useful resource for video game MIDIs.

| #### track title | #### origin | #### publisher/developer or artist/composer | #### sequencer
1. | "Dessert" | Bomberman Hero | Nintendo/Hudson Soft | Jace
2. | Toy Land | Chameleon Twist 2 | Sunsoft/Japan System Supply | Blue Warrior
3. | "Fat Bear Mountain" | Space Station Silicon Valley | Take-Two Interactive/DMA Design | Philip Utting
4. | Burner Man | Mega Man & Bass | Capcom | Teck
5. | "The Silver Millenium" | Sailor Moon R | Bandai | Tsu Ryu
6. | Zoness | Star Fox 64 | Nintendo | King Meteor
7. | Fire Field [F-Zero X Arrangement] | F-Zero | Nintendo | King Meteor
8. | "Walkin' on the Sun" | Fush Yu Mang [album] | Smash Mouth | sargpepp67
9. | Marble Zone | Sonic the Hedgehog | SEGA/Sonic Team | King Meteor
10. | Banshee Boardwalk | Mario Kart 64 | Nintendo | Wyatt Croucher
11. | Ground Man | Mega Man & Bass | Capcom | King Meteor
12. | Underground | Super Mario World 2: Yoshi's Island | Nintendo | King Meteor
13. | Lower Brinstar | Super Metroid | Nintendo | Erik
14. | Dungeon 2 | RPG Maker 2000 | ASCII/Enterbrain | —
15. | Tower | Lufia 2: Rise of the Sinistrals | Natsume/Neverland | Wyatt Croucher
16. | "Penguin Playpen" | Space Station Silicon Valley | Take-Two Interactive/DMA Design | Philip Utting
17. | Beach | Plok | Tradewest/Software Creations | Asa Lothario, Sam Wolff
18. | "The Star-Spangled Banner" | — | Francis Scott Key | Diversified Software Research/Brent Bailey
19. | "Down" | An Untitled Story | Maddy Thorson | Maddy Thorson
20. | [blank track] | — | — | —
21. | "Tidal Tempest" | Sonic CD [Japan] | SEGA/Sonic Team | King Meteor
22. | Ice Cavern | The Legend of Zelda: Ocarina of Time | Nintendo | Fredrik
23. | "Sea Shanty 2" | RuneScape | Jagex Ltd. | —
24. | Smithy's Factory | Super Mario RPG: Legend of the Seven Stars | Nintendo/Square Enix | Alluro95
25. | B [remix] | Tetris | Nintendo/Alexey Pajitnov | kobash
26. | Burner Man [recorder only] | Mega Man & Bass | Capcom | Teck
27. | Saturn's Stage [unused] | Sailor Moon Super S Fighting | Bandai | PKT_Paladin
28. | Sky Tower [unused] | Pokémon Mystery Dungeon: Blue Rescue Team | Game Freak/Chunsoft | PsytroniX
29. | "Title" [unused] | Ragnarok Online | Gravity | noshift
30-251. | [blank track] | — | — | —
252. | Title Screen | Solstice: The Quest for the Staff of Demnos | CSG Imagesoft/Software Creations | Quietust