Timmy Improvement Mode: If an actually good level somehow gets uploaded to the server, then Little Timmy can go into your level, and make any change that he wants to! Now THAT’S an improvement!
On/Off blocks now can be set to also duplicate every enemy in the level, but the game won't tell you which ones duplicate the enemies, so good luck finding out. On a related note, kaizo On/Off blocks! They're invisible and placed right above gaps like any normal kaizo block, but can ruin your run by triggering the On/Off switch and, you guessed it, duplicating enemies!
Idea: Multiple flag poles! Make it so that you have to guess the right one! picking the wrong one will cause the player to die anyway Timmy wants Mario to!
Little Timmy feature: You can put invisible pipes anywhere, even on top of other items, to create enemy/item generators whereever you want! Special pipe behaviors still apply, so you can have surprise sniper piranha plants!
Enemies now have a random chance of exploding when killed, killing Mario in the process; making it so trying to fight back against Timmy's army is just a gamble.
Idea: When you reach closer to the flag pole, the time rapidly decreases to 0 seconds! So you have to reach the goal super quickly or else you are out of time!
Invisible blocks are fun, but if we have blocks you can interact with but not see, we need blocks you can see but mot interact with! Imagine you're making a hard level with lots of enemies, and you make the ground phantom blocks that the player will fall through! Little Timmy will have mountains of fun building to his heart's content!
Timmy mode: make poison variants for all entities, so when you touch them, Mario will get liver failure and die. You can’t tell if an item is poison or not and this effect can be put on to Mario, or event the flagpole. 😊
Randomized enemy placement: enemies will randomly be spawned throughout the level every time you play or die, so neither the creator nor the player know what will spawn
You know how powerups give you useful abilities? What if there were reverse powerups (which would look exactly like normal ones) that take away your abilities! For example, touching one could remove your ability to jump! That would be very Little Timmy.
Aditional clear conditions: if not knowing what the clear condition isnt frustrating enough, now the creator can make that hitting an especific block or killing an especific enemy can add a new clear condition, and since the clear conditions were made invisible in update 3.0, now the player wont even know what activated the new clear condition or even what any of the clear conditions are. There is no limit to the number of clear conditions that can be added during the playthrough. With that, you can make a clear condition that, for example, makes you kill 3 goombas to win, but then each goomba can add a new clear condition to the level! And, again, the player wont even know about it because of that feature from 3.0!
That bit of making Mario no longer invincible after grabbing the flagpole or axe? That sorta already exists in Super Mario World troll romhacks. Where they place an extra level clear object in a level but deletes the ground or places some sort of hazard, after that so Mario dies during the "level clear" walk segment, forcing you to find a different part of the level to beat it instead.
Idea: Every level now has secret dev stars and dev exits, and even the creators of the levels don't know where they are! Now you can have fun searching for the dev exit because you don't want to finish the level by yourself!
Idea suggestion on the next rejected idea/STM2 4.0: When you waste time, you usually die, but now, if you waste time, a new enemy called the Domain Smiler will appear and take you to Domain. So you gotta get to the end of the level when you lose all time
Little Timmy Feature - You can now set the timer to 1 nanosecond at least. And now enemies have Timmy Mode where they are impossible to defeat and they one shot you nomatter what powerup you have. Amazing!
Idea: Being able to turn any enemy into being virtually unkillable, even with the player having invincibility, like a muncher. With zero indication that's changed, making enemy spam levels much worse than they already are
Idea: even though all the sounds are laughter, it would be soooo annoying to have to place them one by one. So now every song is laughter, every sound is laughter and every enemy makes a laugh when it’s on screen.
Death Doors/Pipes: The maker may do a pipe that leads into lava but that requires finding room in the level which is a bit of hassle and doesn't leave the player room for imagination which is a key life skill so now there can be a pipe or door that leads to death and let's the player imagine up a big story of where it lead to that caused it.
Idea: Usually, hitting the flagpole would despawn every enemy, but not anymore! Enemies will now stay in the game and will be teleported to the right of the castle. Also, you'll be able to die even when you reach the castle.
Idea: you can now add random jumpscares wherever you want. Fighting bowser? Jumpscare. Pick the wrong door? Jumpscare. Do nothing? Here have a Jumpscare.
Timmy switches: All objects placeable change into different objects and get offset a little, Goombas turn into Bowser, Ground turns into spikes. You can even choose what gets changed.(This might work for normal mario maker to completely change the level your playing)You can go from enemy spam, to spike spam, to 19 Hour long loading screen spam.
Idea: You can disguise Rotten mushrooms as powerups. For example, you might think a fire flower give you the fire power up but instead, it can hurt you cause it’s actually a rotten mushroom in disguise!
idea: in the setting there is a lag mode option that’s automatically on when you open the game. if you want to disable lag mode you have to beat 100 little Timmy levels in a row without dying to disable it
Idea: In Mario Maker 2, Once you upload a level, you can't edit anymore to fix mistakes or add things that you forgot. But now the level creator can edit their levels, even if someone is currently playing them! Did Little Timmy forget to put three Bowsers in front of the goal? Let me fix that real quick!
everything has a homing mode so now you can get crushed by homing pipes, homing blocks, and die to homing grinders, skewers, and burners. you can also change the homing speed
Idea: The Level Editor On Screen Trolling The Player. Like For Example… Dragging You Into A Pit Of Lava. Using The Eraser On You. And Even Placing Enemies And So Much More.
Sound effect intensity; be able to change the sound effect, or in this case, laugh effect you can change it to make the laugh effect happen 10 times in quick succession, sounds fine until you find a thwomp under a note block with max intensity of the laugh effect, even more laughing, so much to the point you may not hear yourself think, or your switch’s sound barrier crashes.
Idea: Enemy AI: Can't be a Timmy yourself? Get someone to do it for you with the enemy AI! It will use an algorithm of other Timmy's to make a level just for you!
I love how this game stopped getting major updates 4 years ago but we’re still getting these parody videos from Danny, I love it
4?! Wow it's been so long
Well this isn’t Super Mario Maker, this is Super Timmy Maker
Not yet, but soon
@@timohara7717 yeah, in like a couple weeks lol (2 weeks specifically)
ITS BEEN *THAT* LONG?
Timmy Improvement Mode: If an actually good level somehow gets uploaded to the server, then Little Timmy can go into your level, and make any change that he wants to! Now THAT’S an improvement!
CPU Players ; At least three of them have the non-player-determined chance of showing up in a level, and TROLLING YOU UNTIL YOU DIE.
On/Off blocks now can be set to also duplicate every enemy in the level, but the game won't tell you which ones duplicate the enemies, so good luck finding out.
On a related note, kaizo On/Off blocks! They're invisible and placed right above gaps like any normal kaizo block, but can ruin your run by triggering the On/Off switch and, you guessed it, duplicating enemies!
the bosses having varied health is actually a really cool idea because you can use the bosses as mini bumpers that function like flickering bumpers
Idea: Crash Block. It looks like a normal block but when you hit it, your Nintendo Switch crashes!
This is pure evil
@@PeanutBuny27 that's what's perfect about it :]
Nah, YOU CRASH.
2:25 “You are at my mercy, which I don’t have. You are at my nothing.”
Timmy idea: Eraser in item box. When this is hit the eraser will erase anything it touches, including Mario
1:02 there was a troll level with that
0:50 now we know why the restart button sends you to the start
Idea: Multiple flag poles! Make it so that you have to guess the right one! picking the wrong one will cause the player to die anyway Timmy wants Mario to!
Little Timmy feature: You can put invisible pipes anywhere, even on top of other items, to create enemy/item generators whereever you want! Special pipe behaviors still apply, so you can have surprise sniper piranha plants!
Timmy: Idea: The ability to control Mario's speed, as well as how high he can jump.
Idea: Super worlds maps are also automatically filled with enemies but you cannot jump or walk around them, it is the world map.
Enemies now have a random chance of exploding when killed, killing Mario in the process; making it so trying to fight back against Timmy's army is just a gamble.
Pretend you need to get to the checkpoint and you jump over it because you know an enemy spawns, but when you jump over it, the enemy still spawns.
Oh my gosh, your editing skills have improved so much over the time!
If you fail a level more than 16 times, Timmy will chase you throughout the remainder of the attempts you choose to do as your punishment.
Its been a looong time since ive saw your videos! And today it just randomly appeared in my recommended, im not complaining tho
Idea: When you reach closer to the flag pole, the time rapidly decreases to 0 seconds! So you have to reach the goal super quickly or else you are out of time!
0:33 this on off claw gimick could be really cool
we have A lot of sound effects but NOW we have a timmy sound that sound like a kid Screaming realy loud TIMMY!!!!
Disable the on/off block’s cooldown so a shell that’s constantly hitting it will keep hitting it every frame
Crazy idea. Little Timmy enemies can now follow you across games, making it near impossible to escape Timmy’s wrath.
The enemies following you through pipes does sound pretty cool
Idea: Add a feature that allows little Timmy to kill players when they spawn at the start! How fun would that be?
god your so evil
You can make enemies indestructible and invisible, allowing you to make unpredictable traps.
Idea: make on offs able to toggle off the whole stage including the flag, and make the p-switch able to turn enemy's invisible
YOO!
Also that description is hilarious lol
Idea:When you get to the goal the goal flies away so you can NEVER win the level.
Thwomp Idea!!!
When They Hit The Ground They Start Running Like A Train Along The Floor And Won’t Stop Moving Until They Hit You!
Little Timmy idea: The bosses are to weak so now they kill you in one shot even if you have a star
Thank you, channel member!
Super little Timmy maker update 4 can be new clear conditions like you have to kill 135 boom boom or you’d have to kill a sniper Thomp buy a star
Hey bro! I love your videos
Invisible blocks are fun, but if we have blocks you can interact with but not see, we need blocks you can see but mot interact with! Imagine you're making a hard level with lots of enemies, and you make the ground phantom blocks that the player will fall through! Little Timmy will have mountains of fun building to his heart's content!
Another idea if there’s an object from a soft rock, they will be a soft lock is when you get it. This is so much fun.
this would be so f**king funny lmaooooo
Super Little Timmy Maker 2 should have a mode where there are hidden enemies. Like a sniper thwomp, but for all enemies!
SLTM2 Updates:The time is less than 0 for example:-10 -50 -100 -500
Timmy mode: make poison variants for all entities, so when you touch them, Mario will get liver failure and die. You can’t tell if an item is poison or not and this effect can be put on to Mario, or event the flagpole. 😊
Super Little Timmy Maker 2’s final major update! (Not really!)
This video is incredible as always
You can now add underwater enemy variants like swimming goombas to overworld levels
Idea:The Koopalings chase you throughout a level in the 4 classic game styles.
You can now turn any ground tile in the desert theme into quicksand
Increasing enemies health all the way to infinity would definitely scream TIMMY!
Randomized enemy placement: enemies will randomly be spawned throughout the level every time you play or die, so neither the creator nor the player know what will spawn
You know how powerups give you useful abilities? What if there were reverse powerups (which would look exactly like normal ones) that take away your abilities! For example, touching one could remove your ability to jump! That would be very Little Timmy.
I enjoyed the first 2 videos, so I'm glad to have another one with this game!
Aditional clear conditions: if not knowing what the clear condition isnt frustrating enough, now the creator can make that hitting an especific block or killing an especific enemy can add a new clear condition, and since the clear conditions were made invisible in update 3.0, now the player wont even know what activated the new clear condition or even what any of the clear conditions are. There is no limit to the number of clear conditions that can be added during the playthrough. With that, you can make a clear condition that, for example, makes you kill 3 goombas to win, but then each goomba can add a new clear condition to the level! And, again, the player wont even know about it because of that feature from 3.0!
That bit of making Mario no longer invincible after grabbing the flagpole or axe? That sorta already exists in Super Mario World troll romhacks. Where they place an extra level clear object in a level but deletes the ground or places some sort of hazard, after that so Mario dies during the "level clear" walk segment, forcing you to find a different part of the level to beat it instead.
Idea: Checkpoint. It looks like a normal checkpoint but when you get a checkpoint and when you die, you will restart back at the beginning
Ok.
Imagine in night mode, there are not only Poisonous Shrooms, but also Poisonous versions of every powerup.
idea : be able to add p-ennemies that only spawn when you hit a p-switch, thats gonna be so much fun.
Idea: Every level now has secret dev stars and dev exits, and even the creators of the levels don't know where they are! Now you can have fun searching for the dev exit because you don't want to finish the level by yourself!
Idea: New enemy type (i hate to even type it out) Skibidi Toilet.
Idea suggestion on the next rejected idea/STM2 4.0: When you waste time, you usually die, but now, if you waste time, a new enemy called the Domain Smiler will appear and take you to Domain. So you gotta get to the end of the level when you lose all time
Idea: every level will just have constant laughing no matter what. You cannot escape it
Little Timmy Feature - You can now set the timer to 1 nanosecond at least.
And now enemies have Timmy Mode where they are impossible to defeat and they one shot you nomatter what powerup you have.
Amazing!
Idea: Being able to turn any enemy into being virtually unkillable, even with the player having invincibility, like a muncher. With zero indication that's changed, making enemy spam levels much worse than they already are
Idea: even though all the sounds are laughter, it would be soooo annoying to have to place them one by one. So now every song is laughter, every sound is laughter and every enemy makes a laugh when it’s on screen.
Idea: If there are over 50 enemies in one level, there is a pop up menu that's says "are you sure you want to lose you sanity?"
Death Doors/Pipes: The maker may do a pipe that leads into lava but that requires finding room in the level which is a bit of hassle and doesn't leave the player room for imagination which is a key life skill so now there can be a pipe or door that leads to death and let's the player imagine up a big story of where it lead to that caused it.
Dying increases the difficulty of the level by a creator chosen amount
I Thought You Already Did The Following Through The Pipe One!?
The hidden clear condition idea sounds similar too, except that Rejected at least had the mercy to tell you if there was a clear condition.
0:28 in vanilla mario maker 2 they also control the size if the light around mario in the night ghost house/underwater theme
Idea: Usually, hitting the flagpole would despawn every enemy, but not anymore! Enemies will now stay in the game and will be teleported to the right of the castle. Also, you'll be able to die even when you reach the castle.
we already have link with a sword but now we have mario with katana mario can run on walls cut hard blocks and one shot every enemy in the game!
Idea: you can now add random jumpscares wherever you want. Fighting bowser? Jumpscare. Pick the wrong door? Jumpscare. Do nothing? Here have a Jumpscare.
Add meme sound effects to the game, because that’s what every little Timmy would want
Timmy switches: All objects placeable change into different objects and get offset a little, Goombas turn into Bowser, Ground turns into spikes. You can even choose what gets changed.(This might work for normal mario maker to completely change the level your playing)You can go from enemy spam, to spike spam, to 19 Hour long loading screen spam.
DannyB with the good Mario Saturday content
i swear someone needs to make a fangame containing all of these
Idea: Add Timmy versions of each enemy. Timmy goomba will teleport around, Timmy bowser will throw hammers at the speed of light, etc.
You can now mark any block or entity so that it gets turned into shiny yet deadly coins when a p-switch is activated.
Idea: You can disguise Rotten mushrooms as powerups. For example, you might think a fire flower give you the fire power up but instead, it can hurt you cause it’s actually a rotten mushroom in disguise!
Next idea: Adhd video player. For the demonstration, you can use on-brand Hotel Mario cutscenes/MK8D gameplay or something.
idea: in the setting there is a lag mode option that’s automatically on when you open the game. if you want to disable lag mode you have to beat 100 little Timmy levels in a row without dying to disable it
hide another level inside a level so when you get the flag you're like "oh that was an easy level" and then another super hard one starts
Hey, remember the hidden block over gap thing? Now add fish in every block!
Idea: We realized that the audience laughing sound effect is more offensive so now the only sound effects are laughing and even more laughing.
Product placement maker 2 idea: you hit a fire flower you go to garden centers inside stores
Idea: In Mario Maker 2, Once you upload a level, you can't edit anymore to fix mistakes or add things that you forgot. But now the level creator can edit their levels, even if someone is currently playing them! Did Little Timmy forget to put three Bowsers in front of the goal? Let me fix that real quick!
When you beat a level, a key door will appear, and if you don't have a key, you have to start the level all over again.
Timmy Idea: Thowmps can only go up, no easy and medium endless challenge, only hard, expert challenge. If you land on the ground, it will be removed
everything has a homing mode so now you can get crushed by homing pipes, homing blocks, and die to homing grinders, skewers, and burners. you can also change the homing speed
Idea: if punching a question mark block, the prize would be rotated 45 degrees!
Idea: The Level Editor On Screen Trolling The Player. Like For Example… Dragging You Into A Pit Of Lava. Using The Eraser On You. And Even Placing Enemies And So Much More.
Idea: Sideways levels and Diagonal levels! Wow that would be funny, don’t you think
Idea: platforms that you can customize to move down off screen, so when you try to land on them, you fall into the void
Idea: Hide anything on bosses! imagine the faces of people beating a koopaling just to be rewarded with a bowser.
We definitely need more. Super little Timmy maker
idea: every sound effect will play every sound/visual effect at the same time
Sound effect intensity; be able to change the sound effect, or in this case, laugh effect you can change it to make the laugh effect happen 10 times in quick succession, sounds fine until you find a thwomp under a note block with max intensity of the laugh effect, even more laughing, so much to the point you may not hear yourself think, or your switch’s sound barrier crashes.
Idea: giving every single block in the game thwomp physics, even if they wouldn’t crush you they crush you anyway
The one with the infinit hit points is actually a good idea
Idea: Enemy AI: Can't be a Timmy yourself? Get someone to do it for you with the enemy AI! It will use an algorithm of other Timmy's to make a level just for you!
Idea:goombas will chase you until you dies, they'll also run up walls and run on roofs to get to you
Idea bad power up it looks the same but it dose the opposite happens like when you fire the fire flower it kills you and the flying power ups go down