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!
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!
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!
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!
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.
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!
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.
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. 😊
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: 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: 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: 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.
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.
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: you can now add random jumpscares wherever you want. Fighting bowser? Jumpscare. Pick the wrong door? Jumpscare. Do nothing? Here have a Jumpscare.
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!
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.
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
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: 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!
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
An option to change or disable the player's controls for your level (controls can change in between subworlds) Example : Mario tries to jump over a big gap to get to the goal, but the jump button has been disabled, so he's stuck.
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: 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.
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: Explosive Goal: If you touch the goal, it explodes and kills you if you had a super power up, it will send you back down to small Mario, then have a sniper thwomp smash you to kill you
Idea: add where you can grow bigger ever mushroom. (For example if you don’t understand) When you get a mushroom you are taller, and when you get another you turn into the big Mario, then you keep getting bigger every mushroom
How bout an extra Giant Flying Bowser in a Dire Clown Car that can’t be killed, moves twice the speed of Mario, shoots rapid fire, and is impossible to kill. Nothing is too overboard when it comes to Timmy!
Introducing: Timmy control mode; this looks like any power up but if you select it, a replay of timmys gameplay will happen, you could jump into a pit or run into an enemy and you’d have no control
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!
2:25 “You are at my mercy, which I don’t have. You are at my nothing.”
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
0:50 now we know why the restart button sends you to the start
Timmy idea: Eraser in item box. When this is hit the eraser will erase anything it touches, including Mario
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.
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!
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!
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.
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.
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.
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!
Oh my gosh, your editing skills have improved so much over the time!
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.
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
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
YOO!
Also that description is hilarious lol
Its been a looong time since ive saw your videos! And today it just randomly appeared in my recommended, im not complaining tho
Crazy idea. Little Timmy enemies can now follow you across games, making it near impossible to escape Timmy’s wrath.
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.
Hey bro! I love your videos
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.
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!
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!
0:28 in vanilla mario maker 2 they also control the size if the light around mario in the night ghost house/underwater theme
You can make enemies indestructible and invisible, allowing you to make unpredictable traps.
Thank you, channel member!
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!
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!
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.
Super Little Timmy Maker 2’s final major update! (Not really!)
Idea:The Koopalings chase you throughout a level in the 4 classic game styles.
Idea:When you get to the goal the goal flies away so you can NEVER win the level.
Little Timmy idea: The bosses are to weak so now they kill you in one shot even if you have a star
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
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
You can now turn any ground tile in the desert theme into quicksand
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
This video is incredible as always
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. 😊
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!
You can now add underwater enemy variants like swimming goombas to overworld levels
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.
Increasing enemies health all the way to infinity would definitely scream TIMMY!
The enemies following you through pipes does sound pretty cool
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: 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: 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.
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: 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.
Idea: you can now add random jumpscares wherever you want. Fighting bowser? Jumpscare. Pick the wrong door? Jumpscare. Do nothing? Here have a Jumpscare.
Ok.
Imagine in night mode, there are not only Poisonous Shrooms, but also Poisonous versions of every powerup.
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: New enemy type (i hate to even type it out) Skibidi Toilet.
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.
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
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: 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!
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 : be able to add p-ennemies that only spawn when you hit a p-switch, thats gonna be so much fun.
Idea: make it so you can change the time to beat the level any from zero to infinite
Idea: Add Timmy versions of each enemy. Timmy goomba will teleport around, Timmy bowser will throw hammers at the speed of light, etc.
DannyB with the good Mario Saturday content
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
SLTM2 Updates:The time is less than 0 for example:-10 -50 -100 -500
Next idea: Adhd video player. For the demonstration, you can use on-brand Hotel Mario cutscenes/MK8D gameplay or something.
I enjoyed the first 2 videos, so I'm glad to have another one with this game!
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
An option to change or disable the player's controls for your level (controls can change in between subworlds)
Example : Mario tries to jump over a big gap to get to the goal, but the jump button has been disabled, so he's stuck.
Add meme sound effects to the game, because that’s what every little Timmy would want
Idea: every level will just have constant laughing no matter what. You cannot escape it
Hey, remember the hidden block over gap thing? Now add fish in every block!
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: 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.
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!
Timmy feature: The Troll Pole
It looks like a normal goal pole but kills you on contact!
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
You can make your own music for your levels. Not only that, but you can't mute it even if you turn your switch off
what if you destroy the switch
@@Whimsykit it will still play. And even if you buy a new switch, it will know. Only way to get it to stop it to beat the level
[Timmy...?] Clear conditions that require doing things _in other games,_ because sometimes Timmy wants crossover stuff.
Japan Mode: Changes your Mii to a Loli/Anime Styled one and automatically Uploads SFX spam Speedruns and Refreshing Levels
IDEA: Explosive Goal: If you touch the goal, it explodes and kills you if you had a super power up, it will send you back down to small Mario, then have a sniper thwomp smash you to kill you
Timmy never uses most of the course themes, so all there is are now ghost house, underwater, desert, and underground all at night!
Idea: if punching a question mark block, the prize would be rotated 45 degrees!
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: add where you can grow bigger ever mushroom. (For example if you don’t understand) When you get a mushroom you are taller, and when you get another you turn into the big Mario, then you keep getting bigger every mushroom
Idea: Sideways levels and Diagonal levels! Wow that would be funny, don’t you think
Idea: We realized that the audience laughing sound effect is more offensive so now the only sound effects are laughing and even more laughing.
The darkness would actually be cool if people used it properly, like turn Mario’s light off but make a bunch of light sources that you have to follow
How bout an extra Giant Flying Bowser in a Dire Clown Car that can’t be killed, moves twice the speed of Mario, shoots rapid fire, and is impossible to kill. Nothing is too overboard when it comes to Timmy!
Product placement maker 2 idea: you hit a fire flower you go to garden centers inside stores
Dying increases the difficulty of the level by a creator chosen amount
Introducing: Timmy control mode; this looks like any power up but if you select it, a replay of timmys gameplay will happen, you could jump into a pit or run into an enemy and you’d have no control
Idea: Hide anything on bosses! imagine the faces of people beating a koopaling just to be rewarded with a bowser.