Have you seen "I tried out Modded New Super Mario Bros. U. It was a Disaster." by raysfire? The timing is beautiful, considering it's ALSO about a little timmy hack. I think you should check it out
idea: randomly force the player to enter a pipe that takes them to a copy of the final bowser fight. they have to get through the whole fight chase sequence thing to reach the end pipe where the switch normally is. then the pipe casually puts them back in the main level like nothing happened.
Even better better yet, puts you at 1-2 and instead of a flagpole is a pipe that takes you to 1-1 and after that, again, there is a pipe back to the normal level
My totally original thought for an atrocious level is an underwater level but there are just constant currents pushing you back. They aren’t pushing you hard enough that you can’t make progress, but it is enough that makes going through the currents extremely slow. And then occasionally there are randomly currents strong enough to push you back, potentially all the way back to the beginning if that is possible. Try not to accidentally go into those
I’m thinking little Timmy would put a lot of bullet bills in his level. Homing bullet bills, to be specific. Because everyone loves dodging bullet bills for an entire level. Maybe he would even throw in some king bills!
My absolutely evil idea is to have a very slow autoscroll level. The catch is that the whole level is in darkness and there would be random thwomps you can not see coming. At the end of the level, there would be no goal pole. Instead the goal would be in a random pipe throughout the level which the player can not see due to the darkness.
Could you swap the location of the castle level with the toad house at the far right if you can? It would be perfect to see someone get all the way to the castle and die inside as they realize it's a toad house. To make it better, have all the toad house levels lead to instant death. The thought process being they use the first toad house to get items and die before they can do anything, so they would never think to go into any more toad houses. Lo and behold, the castle level is where the toad house is. It isn't a level idea but a good way to mildly annoy anyone playing, so it technically counts
You know how in Lost Levels there are Bloopers outside of water? Try that here, but with Blooper Nannies! I think World 2 doesn't have enough Bloopers so maybe put them in 2-4 so they'll annoy you with wind!
First off, make it an auto scroll level on the slowest possible setting. Next, you know those loading zones where you jump into a pit to go to a different area? Well, instead place those invisible triggers at random in Mario's path. If you touch one, you go back to the start of the level. But only one of them will take you to the end. Don't forget that there is a large amount of space between these loading zone mazes.
so basically just the tower pick-a-door, but even more annoying and sometimes you wont remember which loading zone you went through because it was an accident. perfect
I'm sick of everyone ditching Yoshi, so how about a level that requires him? You get a Yoshi at the start of the level and literally everything is covered in something only he can traverse. If you lose him, you have to start over, but there's another at the checkpoint. Also, you should make paths that tempt players to ditch him, but if they do they softlock. It'll serve them right for abandoning their dino friend.
Ooh i like this! Except I think it might be “better” if instead of stuff only yoshi can traverse, there’s just occasional yoshi checks (including one at the end), a bunch of stuff to make the player lose Yoshi and have to chase him, and a fairly short timer. The idea is that the player gets hit, gets annoyed and wastes time running after him, and then dies when the timer runs out. BONUS IDEA TO GO WITH THIS: there’s a checkpoint, but no yoshi at the checkpoint. There’s a “bonus room” with a star coin after the checkpoint where it drops you back at the start of the level and it seems like that’s the troll with that, but really if you die and respawn at the checkpoint, that room is required to go back to the start and get a new yoshi to beat the level.
Now this is _exactly_ the type of sadistic Mayro content I subscribed for. Much chaos. Very on-brand. You simply being yourself like this has gotten me through bouts of depression. Binge-watching your videos is great because your editing and comedic timing are damn near impeccable... very well put together and easy to watch. Plus you're extremely smart, so there's that. Your content is catered to a very niche target audience, and you have done very well with consistently captivating and growing said audience. I remember a while back in one of your Kaizo Mario Galaxy videos you mentioned how you weren't in the best mental state at the time, and as someone who struggles with fleeting depression and identity issues, among other things, I just wanted to say you are so loved and adored by so many people. I'm sure it may not seem like it sometimes, but your content reaches people when they need it the most. You are loved and needed in this world. Idk why I randomly felt called to say this to you, but I hope you're doing well, and I'm happy to see that you're happy, especially when you're at your creative best. :) Cheers.
Thank you very much for the kind words! It's hard to know exactly what to do with the channel so I thought I'd try going back to my roots and I'm super interested in relearning NSMBW so I'm glad it's working out
@@MayroSMM Absolutely! I know it can be hard sometimes to figure out what direction to take the channel in. But at least you know you have these niche interests, and you’ve accumulated this niche audience. You’re well established enough that these people will keep coming back, and hopefully new people will discover your videos and grow an appreciation for this little fandom of quirky weirdos who like Mario games. Going back to your roots is the best thing. What makes this fandom so unique is it’s built upon the premise of modifying/corrupting innocent Mario games because "why not?" Sorry… _Mayro_ games. 😉 It’s pure chaos and we're here for it.
I can't wait to see the future content made from this! One idea I had is to replace 3-1 with the layout of 9-7. Another idea, have all the world cannons shoot you back to world 1
An entire level where it's just 1-1, except if you kill any enemies lava/poison fills the screen and you can't actually get the flagpole. Also the sub-area pipe drops you in a box behind the flagpole where you're unable to escape. Goombas come out of the pipe you came from, with the same rule as earlier. Finally, the real exit is in the part that has the two staircases with a hole in the middle. The first one that doesn't have a bottomless pit, not the second one.
Idea: Use the 5-5 layout (the level with Jumbo Rays) but remove enough Rays and platforms so that each jump is just barely not possible. The only way across is to land on invisible blocks with no hints as to where they are. Maybe add in tons of extra clouds too.
Idea: use the meltable ice blocks to make thick walls/obstacles to force the player to stop at them, then have a fire based enemy, preferably a fire piranha to slowly melt the ice. I think the piranha is more suited for this since the piranha fire can be aimed by the player. Bonus if stray fire can ruin a path, making it harder or impossible to pass. Plus you could force them to stay as big Mario to access the end to make it slower. Idea 2:You could also have an enemy escort mission, but I’m not sure how possible that would be in engine and how you could make it challenging but also be possible (I forget if most enemies can interact with each other). Hope these help.
Maybe with he raft that stop progressing when too much enemies are on it. Put only one red Koopa on it and then waves of random enemies that fall. Make it so the raft stop if there is 1 or more than 2 things on it, so you would have to keep the Koopa on it alive. Also add thwomp because I believe they can land on the Koopa and kill it, and Spike
Regarding idea 2: Pokey escort level, with you needing yoshi and pokey working together to barely get the height required at the end. Also, the pokey is at the end of the level travelling in the wrong direction so you have to escort it back to the start and back.
I think an entire level of bomb excavation would be particularly horrid. Could be worsened by being made into a dark level or having a death cloud coming in from the left, or even just being a vertical upward bomb excavation level.
Okay okay, so how about an extremely obnoxious cave or castle stage that absolutely requires a mini mushroom (which the stage does not give you). A ton of the design both requires you to stay in it and is based around all of its annoyances (tile gaps you would normally be able to run over, walls that ran into lead you up to spikes, etc.) but then, after all of that there is a jump that requires the propeller mushroom at the very end, which the stage of course does not provide as well, meaning you need to have one in reserves from another stage as well (possible thwomp jumpscare that only pops up mid-propeller usage)
There should be a level that takes you absolutely nowhere if you take the normal exit, so you have to take the secret exit to complete the level. The caveat is that exit poles are used as obstacles in the level, so if you touch one on accident you have to watch the entire level end animation, get booted back out to the map, then re enter the level The secret exit is also hidden in a random sub area you access by shell jumping off of a wall then going into a pipe hidden inside of an upper part of the wall (there is also a single tile of that jungle world purple ooze 1 tile behind where you enter the wall so you have to stop or you hit it and die)
3:02 Honestly, this background unironically looks good if you ask me. It's like you're in a giant cave that, for some reason, has those grassy mountains, and actual grass, in them, and for some reason, I like this.
I don’t know if this is possible, but it’s just a regular level, but you can’t finish it unless you die. Then after the player dies a maze of a bunch of super guide blocks show up, and they have to navigate through the stage again while repeatedly activating the blocks in the most annoying maze.
and to make it even better, you could remove all pits and enemies and have some mario maker troll level inspired "anti-softlock" thing where you have to go through some absurd process to die ...and then you need to do that 5 times for the super guide blocks to show up so that you can finally progress in the level
I too remember this stream. Welcome back Mayro Edit: 3:25 Fun Fact: There exists a level like this where everything is invisible and you have to use ground decorations to track the ground in an indie platformer inspired by classic DKC.
Idea: A snake block level that just goes in a straight line for an extremely unenjoyable amount of time, and ends with a hidden block or something right by the flagpole.
i want the sky level in this world to be made entirely of small mushrooms but they arent mushrooms. every platform is ice. there are those spinning blocks above the gaps just high enough to not jump on but make it so that you cant just full jump to the next platform and there is a tower of snake blocks following you as a little motivation to end the level quickly
I thought of a idea for a level. Make it a ice level with a ton of spinning and moving blocks BUT theres a twist. The only way to actually beat the level is to go through a secret exit so once the player gets to the end of the level they have to start it all over again and look for the secret exit. And the final idea for the level is to just place it right in the middle of the dessert biome so nobody will even expect a ice level.
Here are a couple of ideas I have- 1- A long corridor with a really low ceiling and a ton of Sledge Bros at the top of the screen, so you'll always be stunned by their slam attack and have to hope the hammers don't kill you. 2- In 6-6 (the long dark boat ride level), make it a really slow autoscroller and remove everything that provides light (fire bros, the light blocks, and the boat), so it's just a really boring level in complete darkness. 3- Occasionally give random platforms ice physics without any visual indication so people just randomly slip on them to their deaths 4- Give the player a star in a section of a level where there are no enemies
I don’t remember any specific levels from NSMBW, but a couple unfun concepts: 1. Turn one level into a maze. 2. Make one level that you have to get to the end of, but the goal is actually back at the beginning so you have to go all the way back where you came. 3. A level that’s exactly the same as it was, just made significantly larger to the point where traversing it is a massive pain.
My idea would be if possible to take the lava waves from world 8, make them as big as possible, then put little points where you have to do tedious platforming to get over them and not die
idea: Remember that sinking sand secret for a starcoin? Pick a sinking sand pit to progress the level, since unlike doors you need to also wait for the sinking gimmick to play out. oh, and make them obnoxiously tall so the sinking gimmick takes as long as possible. also, to make it even worse also add spikes so you have to move left and right, while sinking, to avoid taking damage on your way down (including for incorrect answers, so you waste even more time choosing the wrong answers).
2:01 Him: I made the trip to the pipe a bit longer Me: define "a bit longer" Him: 1,250 super Mario maker 2 tiles Me: makes sense Nintendo: sorry, our company has shut down. Thank you for playing our games and joining our online service!
i think for the final level of the game you have to go through every single level in each world, again, without checkpoints before you enter the final room
One level where your controls reverse and go back to normal every five seconds, but there’s no indication of when this will happen, so if you stop for a moment and then try to do a jump, it’s basically a crap shoot as to which direction to jump in.
A perfect recreation of SMB 1-1 BUT There's just so many spinies. Like, there's barely room to move because every block has a spiny on it. You beat the level by running to the very farthest left point and then jumping into an invisible pipe which takes you to the exit Which is guarded by as many boss monsters as can be put without crashing the game.
Hear me out: The castle is a normal level up until the halfway point. At the halfway point, there's a wall separating the level, and there's two doors. One of them makes you replay 1-1, and there's a door at the end that sends you to the beginning of the level. The other one makes you replay 1-3, and there's a door at the end that leads you to the beginning of the level. How do you get past it? Well, after you die, there are two walls of Super Guide blocks that you can wall jump off of and climb that wall separating the two halves of the level.
So you know those mario maker levels with developer shortcuts? My idea is having a level that seems impossible that has a developer shortcut but it actually ends up killing you near the end so you have to find another developer shortcut, but THAT shortcut ends up killing you as well so at some point in that shortcut you have to find ANOTHER dev shortcut to beat the level
0:22 The born of a legend I love how most of the ideas that people told here got actually implemented in the Hack, I know is the thing about commenting in this type of videos but is still good to see it
My ideas are a level where it’s a fairly normal level with a hard obstacle that takes a few tries to beat, but then once you die enough the super guide blocks make the level insanely hard, a level where it’s entirely a pick a door but none of the doors are right, and a kaizo block lets you get to the end, or a level where everything is a maze on a tight time limit but it’s entirely covered by ground in the foreground. Edit: also recreating a mario maker template level would be funny
Idea: you have to pick the correct item in item roulette blocks to progress further into the level. Ex. you need the fire flower to melt ice blocks, get the propeller to get across a gap, star to go over munchers or spikes, that sort of thing. Bonus points if you can make a scenario where you need to get the mushroom to progress. Also, if it's possible, change the textures for the block so when you hit it on the fire flower, for example, you get a star, or the propeller gives a mushroom. Just to make it a bit more difficult to get the correct item.
An atrocious level idea would be one with both the poison cloud following you from 8-1 and the strong wind from (somewhere in world 2) pushing you backwards towards the poison cloud. What could go wrong???
halfway through for absolutely no reason you're forced into a full water level, still with the 8-1 cloud, but now there are water currents that push you to the cloud, and you have to perform very precise movements through whats basically a maze. a way to make this worse is if you 2-castled it and made 3 paths, only one of them sending you forward and the other 2 sending you back through the loop
A few ideas -An entire water level but without the water [Also there's penguins instead of fish] -Ghost house but everything is a red herring EXCEPT for the most straight path possible [Take that literally] -Airship but it has the desert storm with death clouds chasing you -Dark cavern but without ANY light sources [Either the world 8 level or the world 6 raft] -Super guide bonanza [A level that, if beaten, lets you skip a tough level or reach a canon BUT if you trigger the super guide blocks to appear, it doesnt let you progress anymore]
Not sure if this would work as a full level but you could fill an entire screen with yoshi berries so every 5 they have to pause and let the animation play
So 1-4, but no water. "But N2K how will you get past the part with no ground?" Easy, keep the fish and force people to jump on them to get across, oh and I hope you're good at baiting homing fish cause if you waste the last two homing fish you probably can't reach the exit pipe. Oh, and make the clams faster and more common just so standing on ground is unsafe when you can
Late to the party, but my idea was a pitch-black ghost house, where the order of the rooms and the destination of the doors are all messed up, making it a nightmare to navigate. For good measure, add additional doors in obscure places (some of them required, some not) and for maximum confusion, spawn the player in the middle of the level. Extra idea: One door takes the player back to a copy of 1-1. This should not be a required door, though.
My idea for a level is a underwater maze you need to swim through but the barriers of the maze are just jet streams that take you to the beginning of the maze
Mayro, this is straight up sadistic and therefore makes for great content 👍 Also my idea for a level is similar to the invisible level, but instead of the level being invisible it shows the tiles of a different level but keeps the collision of the original.
For one of the levels do something like custom track Russian roulette and have a really fast-moving platform with a crap-ton of doors to enter and have 99% of them lead to shitty areas (like 10% go to one area, 6% to another and so on) and the remaining 1% leads to a room that’s basically a coin flip of whether you go through 2 different doors, one leads to an antisoftlock or something else horrid and the other is the secret exit (all those other doors lead to the normal exit when (if) you beat them)
A super safe level without threatening enemies, but to make the jump to the level exit, which of course is a random pipe, you actually need the help blocks that spawn after dying. Also the same level again once you do enter the pipe but with way too many koopas.
make one of the pipe filled levels (like 7-4) have no accessible exit in the main area, and the goal can only be accessed by going in several unmarked pipes, where each pipe takes you back to the start (in a different sub area of course)
I love the new pfp first off, also I love this about you but you always find ways to make something in a game id never expect and thats pretty cool :D.
Desert World. Every level is just a desert bus level that takes a full 500 seconds to complete, with obstacles so you cant just have dolphin move right for you the whole time.
Something I really feel the world 1 mushroom level is really missing is some cheep chomps. Cheep cheeps must have wings for a reason, so why not give them a way to fly around? Also some quicksand on every mushroom platform because we can't have mario outrun the cheep chomps can we?
Make a castle level with invisible lava and a lot of fake ground. Add a few random goombas, 10 bullet bill launchers per screen. a fake boss door and make the boss have lava / poison on the floor so you have to walljump. And bamm! You have a little Timmy masterpiece.
I dont know if its possible but, what if you make a level where secret flag poles are littered everywhere. But when you get on one it doesnt complete a level/leads you to an impossible canon area. So each time you accidentally touch a flag Pole you have to restart the level.
Why do to hate humanity, Mayro? 😟 Just some awful ideas: Maybe have a ghost house where solid and invisible floor and walls are reversed? Basically, anything solid can be jumped through, but all types of other walls/floors you can jump on are hidden completely? But make a few random rooms revert back to solid platforms to drive the player batty. Not sure if possible but maybe have a room with a bunch fake Star Coins that like deal damage or materialize a Boo or something? Make a block with a climbing vine that barely doesn't quite reach its destination and you can't reach a visible platform. Maybe have rooms where there are coin trails that are deceitful. Basically, the player has to NOT follow the coin trails as they lead to death or pits. Maybe have a trap with a P-Switch with a shorter timer (if possible)? Maybe add an obnoxious pick-a-pipe maze? Surprise Thwomps everywhere? Basically, you have open ground and then BAM...Thwomp Time!
Is it possible to have those moving black clouds that kill you in some of the "get the enemies off the lift levels" in front of the player so the player has to tediously wait for the black cloud to advance to complete the level?
That would mean that the player would have to keep the enemy alive in order to not progress too quickly, which would make it harder for them. It would also strangely make it harder the more enemies needed to stop it. Also, there should be a second black cloud in the back, to force a middle ground.
@@someonerandom8511 Yeah, and I was also thinking it could work in normal stages as well, which would probably be even more unbearable The second cloud in the back is a good idea too
Never realized how trolly 3-castle is... but I think it needs more wind, more balls, all ice powerups changed to fire, shorter/faster snake block, and the final boss also dropping lighted bob-ombs
The idea I have in mind isn’t a full level idea but could be a great terrible way to start one of the other suggestions Imagine when starting a level you play it and it’s the normal version of the level but when you reach the end there is no flag pole, and the only way to actually start the unfair version of the level is by heading left at the start to an invisible teleport box. Also these levels in the video are terrible and I love them, outstanding work!
an invisible boss arena with every other tile removed and king bill comes in at tall Mario height every few seconds, also the screen is moving back and fourth constantly
a long (super long) path with a ton of pipes at the end. If you choose the right one you win. If you choose the wrong one you go all the way back to the start. +A pretty short time limit.
That is deliciously evil! I have an idea: a level where the level itself is invisible, and all the player can see is 1-1. So they have the 1-1 level layout in front of their eyes but the actual level they have to play is completely different. It would be even more effective if there's random invisible spikes, and spikes the player can go through, as well as jumpscares to make the player jump into a hole/spike.
have a level that is as visually messed up as 1-1, but it plays like it isn't until you get to about the 3/4 mark, at which point the level plays exactly as messed up as it looks
One Level where you get fed mushrooms constantly and get damage instantly so you have to sit through like 200 Power up Animations and 300 Mario getting small animations
In every stage, randomly throw in a king bill from any direction to keep players on their toes. (and they go at zooming speeds to Jumpscare the players). Meanwhile there are the evil clouds chasing them at every level, even when its an autoscroller, and the clouds just go a little faster, a LITTLE faster if you know what I mean. (:
If you're still taking recommendations, a longstanding idea that I've had is an autoscroller, but you have to constantly be wall jumping throughout the level. You could add some pick-a-path, random obstacles, and make it obnoxiously slow to force players to sit through the level again if they fail. In my mind, this could be one of the worst types of autoscrollers - one that the player can neither fully turn off their brain & sit through or one that they have to be fully engaged in to succeed.
Make 5-tower an autoscroll level, then fill it with scaredy rats. Then make it so that if even one rat dies, the entire tower fills up with poison at a slightly faster rate than the autoscroll.
a level where a bunch of switches are everywhere and they do random things (kill you in funny ways) but you need to find the right one to move on to the next section (more of the same but lava is rising this time)
A level where it theres a door/pipe that makes it look like it takes you to the start of the level, but in reality its a copy that you need to go through a couple more times to beat the level
i thought i recognized your voice! ive been watching troys old MKWii videos to get some nostalgia from when i was younger, then randomly stumbled across your channel! great video btw
underwater maze where you just go all the way right, and then go up a bit and all the way left. Also it'd be funny to make it last 499 seconds of the timer
5-4 but in reverse. The raft only moves if you have 5 or more enemies on it, no power ups, no check points, and then a kaizo block for good measure, and to get the last star coin, you get one bob-omb at the beginning which needs to be kept alive throughout the entire thing
I have a few ideas: 1. When there is a split in the road and you have to choose between two levels, the levels themselves will be swapped, just to mess with the player. Ex: 1-5 and 1-6 would be swapped. The levels can be edited further of course. 2. People say autoscroll/moving platform levels are two slow, so have them go absurdly fast instead. 3. Put the player between two giant enemies (king bills, giant goombas?) that move slowly, having only a medium-small gap between them, so that they have to play the level as normal while staying between the enemies.
A level where random blocks move for absolutely no reason. Pipes, ground, the goal and enemies if possible. Also random blocks that just fall from the sky and snipe you. (The checkpoint also sinks into the ground if you get close to it)
"Levels that nobody wants to play" So there's this one ghost house I think in the snow world that's a dark level Now just make that an entire level, but without lights and make the enemies invisible-
Here's an idea- basically that invisible 1-3 level, but it's a maze and there's pipes everywhere and it's effectively pick a pipe, but when you pick a pipe is sends you onto an extremely long path with a few squares things to jump over with a pipe at the end that kills you. If you pick the correct pipe, you end up in a copy of the exact same location but with some false walls on one of the squares (the back side of the square so you'd need to jump over it and go backwards for a bit) with the pipe that actually lets you win the level. The pipe at the end still kills you.
This one works with any level! Make them go through it at least ten times. Not just that, but each time, make it very subtly worse. You finish with one mario-second to spare.
Ideas: 1. Make every tower and castle a boss rush. 2. Make every flagpole have spikes that force you to touch the top or die. 3. Constant meteor shower. 4. 2x mario speed, but only 100 seconds to complete a level. 5. All enemies have a 2-fireball rotating pole (maybe adjust for bosses).
Something that would be great is the level being mirrored. You start at the right side of the level and have to run to the left to get the goal pole. However, the goal pole is missing and it was all for nothing and instead you still run to the right side into a large gap and have to land on a single tile to enter a door leading to the goal pole
Creating a level that syncs up and dances with every "bah" that also has incredibly annoying enemies and land features that are easy to get stuck on. Also no checkpoints and the goal post requires you to land at exactly 50%height with really annoying wall jump.
My atrocious level idea: An ice level with no power ups in it, and there’s also lava for some inexplicable reason. Also all the sub areas have poison and the star coins are basically impossible
You know how Ludwig’s fortress level has you climbing the whole thing with an elevator? What if you removed the elevator and made it so you have to jump off of Banzai Bills the entire way up?
Idea: A Level where there are multiple different pipes each leading to a different version of 1-1, eg water, upside down etc, and you have to collect a key from all of them
Lots of great ideas here, thanks everybody! The simplest ones are the best as they allow for me to be more creative :)
Have you seen "I tried out Modded New Super Mario Bros. U. It was a Disaster." by raysfire? The timing is beautiful, considering it's ALSO about a little timmy hack. I think you should check it out
Like your new profile picture and amazing video
Also a level where all the blocks, question, brick, hard etc, kill you
Oh, and for my idea I'd like to see a level where the Luigi Guide blocks make a level of their own
My suggestion was made a bit late, but it's especially devious.
idea: randomly force the player to enter a pipe that takes them to a copy of the final bowser fight. they have to get through the whole fight chase sequence thing to reach the end pipe where the switch normally is. then the pipe casually puts them back in the main level like nothing happened.
Better yet, it puts them back at 1-1
I love this idea so much, definitely gonna do it.
@@akleughuglouh omg I had the same idea lol
Ok satan
Even better better yet, puts you at 1-2 and instead of a flagpole is a pipe that takes you to 1-1 and after that, again, there is a pipe back to the normal level
My totally original thought for an atrocious level is an underwater level but there are just constant currents pushing you back. They aren’t pushing you hard enough that you can’t make progress, but it is enough that makes going through the currents extremely slow. And then occasionally there are randomly currents strong enough to push you back, potentially all the way back to the beginning if that is possible. Try not to accidentally go into those
That's devious! What a beautiful idea!
@@JediJess1 genocide
Add a tight timer for even more fun!
I love this idea 🥰
Ohh and put some electrical balls in that way if you touch them you're back at the beginning
One of those Mario Maker spot the difference levels, but each picture takes up like three entire screens so you can't see them all at once
YESSSSS OMG
You're horrible.
I dunno what the limits are, but it would be funny if one level had every sound effect randomized. Just that one level.
Combine this with another minor inconvenience
@@ORelic there is a single block missing in the floor
@@SuperDZ555 nah, half of the corners are mistiled
I’m thinking little Timmy would put a lot of bullet bills in his level. Homing bullet bills, to be specific. Because everyone loves dodging bullet bills for an entire level. Maybe he would even throw in some king bills!
Super Mario Maker level in NSMBW? Hell yeah!
9-3 be like
I want to see the slowest King bill imagineable followed by the fastest one imagineable literally just meters after the previous one
My absolutely evil idea is to have a very slow autoscroll level. The catch is that the whole level is in darkness and there would be random thwomps you can not see coming. At the end of the level, there would be no goal pole. Instead the goal would be in a random pipe throughout the level which the player can not see due to the darkness.
evil. I love it
Put a pipe at the end that looks like an exit only to loop back at the start
Could you swap the location of the castle level with the toad house at the far right if you can? It would be perfect to see someone get all the way to the castle and die inside as they realize it's a toad house. To make it better, have all the toad house levels lead to instant death. The thought process being they use the first toad house to get items and die before they can do anything, so they would never think to go into any more toad houses. Lo and behold, the castle level is where the toad house is. It isn't a level idea but a good way to mildly annoy anyone playing, so it technically counts
evil
Followup idea: remap the jump, action, and bubble button between each other just to cause more chaos. Might as well invert movement while you’re at it
You know how in Lost Levels there are Bloopers outside of water? Try that here, but with Blooper Nannies! I think World 2 doesn't have enough Bloopers so maybe put them in 2-4 so they'll annoy you with wind!
This is pure evil.
add something else annoying like cheep cheeps or lakitu and its perfect
First off, make it an auto scroll level on the slowest possible setting. Next, you know those loading zones where you jump into a pit to go to a different area? Well, instead place those invisible triggers at random in Mario's path. If you touch one, you go back to the start of the level. But only one of them will take you to the end. Don't forget that there is a large amount of space between these loading zone mazes.
so basically just the tower pick-a-door, but even more annoying and sometimes you wont remember which loading zone you went through because it was an accident. perfect
I'm sick of everyone ditching Yoshi, so how about a level that requires him? You get a Yoshi at the start of the level and literally everything is covered in something only he can traverse. If you lose him, you have to start over, but there's another at the checkpoint. Also, you should make paths that tempt players to ditch him, but if they do they softlock. It'll serve them right for abandoning their dino friend.
Ooh i like this! Except I think it might be “better” if instead of stuff only yoshi can traverse, there’s just occasional yoshi checks (including one at the end), a bunch of stuff to make the player lose Yoshi and have to chase him, and a fairly short timer. The idea is that the player gets hit, gets annoyed and wastes time running after him, and then dies when the timer runs out.
BONUS IDEA TO GO WITH THIS: there’s a checkpoint, but no yoshi at the checkpoint. There’s a “bonus room” with a star coin after the checkpoint where it drops you back at the start of the level and it seems like that’s the troll with that, but really if you die and respawn at the checkpoint, that room is required to go back to the start and get a new yoshi to beat the level.
@@uranium54321 hahah, no😊
Combine this with a slow pokey escort that you need to use yoshi to jump on~
Now this is _exactly_ the type of sadistic Mayro content I subscribed for. Much chaos. Very on-brand.
You simply being yourself like this has gotten me through bouts of depression. Binge-watching your videos is great because your editing and comedic timing are damn near impeccable... very well put together and easy to watch. Plus you're extremely smart, so there's that.
Your content is catered to a very niche target audience, and you have done very well with consistently captivating and growing said audience. I remember a while back in one of your Kaizo Mario Galaxy videos you mentioned how you weren't in the best mental state at the time, and as someone who struggles with fleeting depression and identity issues, among other things, I just wanted to say you are so loved and adored by so many people. I'm sure it may not seem like it sometimes, but your content reaches people when they need it the most. You are loved and needed in this world. Idk why I randomly felt called to say this to you, but I hope you're doing well, and I'm happy to see that you're happy, especially when you're at your creative best. :) Cheers.
Thank you very much for the kind words! It's hard to know exactly what to do with the channel so I thought I'd try going back to my roots and I'm super interested in relearning NSMBW so I'm glad it's working out
@@MayroSMM Absolutely! I know it can be hard sometimes to figure out what direction to take the channel in. But at least you know you have these niche interests, and you’ve accumulated this niche audience. You’re well established enough that these people will keep coming back, and hopefully new people will discover your videos and grow an appreciation for this little fandom of quirky weirdos who like Mario games. Going back to your roots is the best thing. What makes this fandom so unique is it’s built upon the premise of modifying/corrupting innocent Mario games because "why not?" Sorry… _Mayro_ games. 😉 It’s pure chaos and we're here for it.
I can't wait to see the future content made from this!
One idea I had is to replace 3-1 with the layout of 9-7.
Another idea, have all the world cannons shoot you back to world 1
Nah, world 9 and make it impossible to get out so you have to make a new save file
Replace the cannon levels with world 9 levels that have a cannon at the end that brings you back to world 1
An entire level where it's just 1-1, except if you kill any enemies lava/poison fills the screen and you can't actually get the flagpole. Also the sub-area pipe drops you in a box behind the flagpole where you're unable to escape. Goombas come out of the pipe you came from, with the same rule as earlier. Finally, the real exit is in the part that has the two staircases with a hole in the middle. The first one that doesn't have a bottomless pit, not the second one.
Idea: Use the 5-5 layout (the level with Jumbo Rays) but remove enough Rays and platforms so that each jump is just barely not possible. The only way across is to land on invisible blocks with no hints as to where they are. Maybe add in tons of extra clouds too.
Whith some clouds that kill you
Devious
next, make the timer just a "little" shorter
Idea: use the meltable ice blocks to make thick walls/obstacles to force the player to stop at them, then have a fire based enemy, preferably a fire piranha to slowly melt the ice. I think the piranha is more suited for this since the piranha fire can be aimed by the player. Bonus if stray fire can ruin a path, making it harder or impossible to pass. Plus you could force them to stay as big Mario to access the end to make it slower.
Idea 2:You could also have an enemy escort mission, but I’m not sure how possible that would be in engine and how you could make it challenging but also be possible (I forget if most enemies can interact with each other).
Hope these help.
Maybe with he raft that stop progressing when too much enemies are on it. Put only one red Koopa on it and then waves of random enemies that fall. Make it so the raft stop if there is 1 or more than 2 things on it, so you would have to keep the Koopa on it alive. Also add thwomp because I believe they can land on the Koopa and kill it, and Spike
9-7 is alr a nightmare
Regarding idea 2: Pokey escort level, with you needing yoshi and pokey working together to barely get the height required at the end. Also, the pokey is at the end of the level travelling in the wrong direction so you have to escort it back to the start and back.
@@sinteleon that's genius
I think an entire level of bomb excavation would be particularly horrid. Could be worsened by being made into a dark level or having a death cloud coming in from the left, or even just being a vertical upward bomb excavation level.
oh that's a fantastic idea
I think having a level with atrocious tiling as well as hidden passages within the horrible tiling, could be “fun” in a tower or castle level too
Okay okay, so how about an extremely obnoxious cave or castle stage that absolutely requires a mini mushroom (which the stage does not give you). A ton of the design both requires you to stay in it and is based around all of its annoyances (tile gaps you would normally be able to run over, walls that ran into lead you up to spikes, etc.) but then, after all of that there is a jump that requires the propeller mushroom at the very end, which the stage of course does not provide as well, meaning you need to have one in reserves from another stage as well (possible thwomp jumpscare that only pops up mid-propeller usage)
There should be a level that takes you absolutely nowhere if you take the normal exit, so you have to take the secret exit to complete the level. The caveat is that exit poles are used as obstacles in the level, so if you touch one on accident you have to watch the entire level end animation, get booted back out to the map, then re enter the level
The secret exit is also hidden in a random sub area you access by shell jumping off of a wall then going into a pipe hidden inside of an upper part of the wall (there is also a single tile of that jungle world purple ooze 1 tile behind where you enter the wall so you have to stop or you hit it and die)
3:02 Honestly, this background unironically looks good if you ask me. It's like you're in a giant cave that, for some reason, has those grassy mountains, and actual grass, in them, and for some reason, I like this.
Mayro I’m glad you are back. I hope you have a Quagsire filled day.
I don’t know if this is possible, but it’s just a regular level, but you can’t finish it unless you die. Then after the player dies a maze of a bunch of super guide blocks show up, and they have to navigate through the stage again while repeatedly activating the blocks in the most annoying maze.
That's some Kaizo Mario 64 shenanigans there
yeah i could probably do that!
and to make it even better, you could remove all pits and enemies and have some mario maker troll level inspired "anti-softlock" thing where you have to go through some absurd process to die
...and then you need to do that 5 times for the super guide blocks to show up so that you can finally progress in the level
I too remember this stream. Welcome back Mayro
Edit: 3:25 Fun Fact: There exists a level like this where everything is invisible and you have to use ground decorations to track the ground in an indie platformer inspired by classic DKC.
i saw a cool game where you have a paintball gun and you use it to see where the ground and walls are
Idea: A snake block level that just goes in a straight line for an extremely unenjoyable amount of time, and ends with a hidden block or something right by the flagpole.
i want the sky level in this world to be made entirely of small mushrooms
but they arent mushrooms. every platform is ice.
there are those spinning blocks above the gaps just high enough to not jump on but make it so that you cant just full jump to the next platform
and there is a tower of snake blocks following you as a little motivation to end the level quickly
I’d really wanna see a level that’s all mountains and climbing with mounds and mounds of Monty moles popping out to ambush you
excellent idea
@@MayroSMM hi mayro you are cool
You sadistic bastard! Great thinking!
I thought of a idea for a level.
Make it a ice level with a ton of spinning and moving blocks BUT theres a twist.
The only way to actually beat the level is to go through a secret exit so once the player gets to the end of the level they have to start it all over again and look for the secret exit.
And the final idea for the level is to just place it right in the middle of the dessert biome so nobody will even expect a ice level.
Here are a couple of ideas I have-
1- A long corridor with a really low ceiling and a ton of Sledge Bros at the top of the screen, so you'll always be stunned by their slam attack and have to hope the hammers don't kill you.
2- In 6-6 (the long dark boat ride level), make it a really slow autoscroller and remove everything that provides light (fire bros, the light blocks, and the boat), so it's just a really boring level in complete darkness.
3- Occasionally give random platforms ice physics without any visual indication so people just randomly slip on them to their deaths
4- Give the player a star in a section of a level where there are no enemies
I don’t remember any specific levels from NSMBW, but a couple unfun concepts:
1. Turn one level into a maze.
2. Make one level that you have to get to the end of, but the goal is actually back at the beginning so you have to go all the way back where you came.
3. A level that’s exactly the same as it was, just made significantly larger to the point where traversing it is a massive pain.
My idea would be if possible to take the lava waves from world 8, make them as big as possible, then put little points where you have to do tedious platforming to get over them and not die
Glad to see a new video! My best worst idea I can think of would be a painfully slow autoscroller with every enemy replaced by 3 Lakitus.
idea: Remember that sinking sand secret for a starcoin? Pick a sinking sand pit to progress the level, since unlike doors you need to also wait for the sinking gimmick to play out.
oh, and make them obnoxiously tall so the sinking gimmick takes as long as possible.
also, to make it even worse also add spikes so you have to move left and right, while sinking, to avoid taking damage on your way down (including for incorrect answers, so you waste even more time choosing the wrong answers).
2:01
Him: I made the trip to the pipe a bit longer
Me: define "a bit longer"
Him: 1,250 super Mario maker 2 tiles
Me: makes sense
Nintendo: sorry, our company has shut down. Thank you for playing our games and joining our online service!
i think for the final level of the game you have to go through every single level in each world, again, without checkpoints before you enter the final room
i love this idea except the timer may not. but what if instead you went throught every single pick-a-door/pipe/loading zone/etc. to level to proceed?
One level where your controls reverse and go back to normal every five seconds, but there’s no indication of when this will happen, so if you stop for a moment and then try to do a jump, it’s basically a crap shoot as to which direction to jump in.
A perfect recreation of SMB 1-1
BUT
There's just so many spinies. Like, there's barely room to move because every block has a spiny on it.
You beat the level by running to the very farthest left point and then jumping into an invisible pipe which takes you to the exit
Which is guarded by as many boss monsters as can be put without crashing the game.
Hear me out: The castle is a normal level up until the halfway point. At the halfway point, there's a wall separating the level, and there's two doors. One of them makes you replay 1-1, and there's a door at the end that sends you to the beginning of the level. The other one makes you replay 1-3, and there's a door at the end that leads you to the beginning of the level. How do you get past it? Well, after you die, there are two walls of Super Guide blocks that you can wall jump off of and climb that wall separating the two halves of the level.
So you know those mario maker levels with developer shortcuts? My idea is having a level that seems impossible that has a developer shortcut but it actually ends up killing you near the end so you have to find another developer shortcut, but THAT shortcut ends up killing you as well so at some point in that shortcut you have to find ANOTHER dev shortcut to beat the level
0:22 The born of a legend
I love how most of the ideas that people told here got actually implemented in the Hack, I know is the thing about commenting in this type of videos but is still good to see it
it was born, and it was copy andpasted over and over again, its still funny
My ideas are a level where it’s a fairly normal level with a hard obstacle that takes a few tries to beat, but then once you die enough the super guide blocks make the level insanely hard, a level where it’s entirely a pick a door but none of the doors are right, and a kaizo block lets you get to the end, or a level where everything is a maze on a tight time limit but it’s entirely covered by ground in the foreground. Edit: also recreating a mario maker template level would be funny
Idea: you have to pick the correct item in item roulette blocks to progress further into the level. Ex. you need the fire flower to melt ice blocks, get the propeller to get across a gap, star to go over munchers or spikes, that sort of thing. Bonus points if you can make a scenario where you need to get the mushroom to progress. Also, if it's possible, change the textures for the block so when you hit it on the fire flower, for example, you get a star, or the propeller gives a mushroom. Just to make it a bit more difficult to get the correct item.
An atrocious level idea would be one with both the poison cloud following you from 8-1 and the strong wind from (somewhere in world 2) pushing you backwards towards the poison cloud. What could go wrong???
omg that's such a glorious idea
halfway through for absolutely no reason you're forced into a full water level, still with the 8-1 cloud, but now there are water currents that push you to the cloud, and you have to perform very precise movements through whats basically a maze. a way to make this worse is if you 2-castled it and made 3 paths, only one of them sending you forward and the other 2 sending you back through the loop
A few ideas
-An entire water level but without the water [Also there's penguins instead of fish]
-Ghost house but everything is a red herring EXCEPT for the most straight path possible [Take that literally]
-Airship but it has the desert storm with death clouds chasing you
-Dark cavern but without ANY light sources [Either the world 8 level or the world 6 raft]
-Super guide bonanza [A level that, if beaten, lets you skip a tough level or reach a canon BUT if you trigger the super guide blocks to appear, it doesnt let you progress anymore]
Not sure if this would work as a full level but you could fill an entire screen with yoshi berries so every 5 they have to pause and let the animation play
So 1-4, but no water. "But N2K how will you get past the part with no ground?" Easy, keep the fish and force people to jump on them to get across, oh and I hope you're good at baiting homing fish cause if you waste the last two homing fish you probably can't reach the exit pipe. Oh, and make the clams faster and more common just so standing on ground is unsafe when you can
Late to the party, but my idea was a pitch-black ghost house, where the order of the rooms and the destination of the doors are all messed up, making it a nightmare to navigate. For good measure, add additional doors in obscure places (some of them required, some not) and for maximum confusion, spawn the player in the middle of the level.
Extra idea: One door takes the player back to a copy of 1-1. This should not be a required door, though.
My idea for a level is a underwater maze you need to swim through but the barriers of the maze are just jet streams that take you to the beginning of the maze
Mayro, this is straight up sadistic and therefore makes for great content 👍
Also my idea for a level is similar to the invisible level, but instead of the level being invisible it shows the tiles of a different level but keeps the collision of the original.
My horrid stupid idea is: Take a level and clone it on top of itself like 5 times so have to climb your way through the mess of tiles.
For one of the levels do something like custom track Russian roulette and have a really fast-moving platform with a crap-ton of doors to enter and have 99% of them lead to shitty areas (like 10% go to one area, 6% to another and so on) and the remaining 1% leads to a room that’s basically a coin flip of whether you go through 2 different doors, one leads to an antisoftlock or something else horrid and the other is the secret exit (all those other doors lead to the normal exit when (if) you beat them)
A super safe level without threatening enemies, but to make the jump to the level exit, which of course is a random pipe, you actually need the help blocks that spawn after dying.
Also the same level again once you do enter the pipe but with way too many koopas.
make one of the pipe filled levels (like 7-4) have no accessible exit in the main area, and the goal can only be accessed by going in several unmarked pipes, where each pipe takes you back to the start (in a different sub area of course)
this is glorious
I love the new pfp first off, also I love this about you but you always find ways to make something in a game id never expect and thats pretty cool :D.
I don't know if this is possible, but if you want to get really sadistic, you could add wind to the level where you jump from Parabeatle to Parabeatle
holy shit...
Desert World. Every level is just a desert bus level that takes a full 500 seconds to complete, with obstacles so you cant just have dolphin move right for you the whole time.
Something I really feel the world 1 mushroom level is really missing is some cheep chomps. Cheep cheeps must have wings for a reason, so why not give them a way to fly around? Also some quicksand on every mushroom platform because we can't have mario outrun the cheep chomps can we?
Make a castle level with invisible lava and a lot of fake ground. Add a few random goombas, 10 bullet bill launchers per screen. a fake boss door and make the boss have lava / poison on the floor so you have to walljump. And bamm! You have a little Timmy masterpiece.
I dont know if its possible but, what if you make a level where secret flag poles are littered everywhere. But when you get on one it doesnt complete a level/leads you to an impossible canon area. So each time you accidentally touch a flag Pole you have to restart the level.
Why do to hate humanity, Mayro? 😟
Just some awful ideas:
Maybe have a ghost house where solid and invisible floor and walls are reversed? Basically, anything solid can be jumped through, but all types of other walls/floors you can jump on are hidden completely? But make a few random rooms revert back to solid platforms to drive the player batty.
Not sure if possible but maybe have a room with a bunch fake Star Coins that like deal damage or materialize a Boo or something?
Make a block with a climbing vine that barely doesn't quite reach its destination and you can't reach a visible platform.
Maybe have rooms where there are coin trails that are deceitful. Basically, the player has to NOT follow the coin trails as they lead to death or pits.
Maybe have a trap with a P-Switch with a shorter timer (if possible)?
Maybe add an obnoxious pick-a-pipe maze?
Surprise Thwomps everywhere? Basically, you have open ground and then BAM...Thwomp Time!
Is it possible to have those moving black clouds that kill you in some of the "get the enemies off the lift levels" in front of the player so the player has to tediously wait for the black cloud to advance to complete the level?
That would mean that the player would have to keep the enemy alive in order to not progress too quickly, which would make it harder for them. It would also strangely make it harder the more enemies needed to stop it.
Also, there should be a second black cloud in the back, to force a middle ground.
@@someonerandom8511 Yeah, and I was also thinking it could work in normal stages as well, which would probably be even more unbearable
The second cloud in the back is a good idea too
Never realized how trolly 3-castle is... but I think it needs more wind, more balls, all ice powerups changed to fire, shorter/faster snake block, and the final boss also dropping lighted bob-ombs
The idea I have in mind isn’t a full level idea but could be a great terrible way to start one of the other suggestions
Imagine when starting a level you play it and it’s the normal version of the level but when you reach the end there is no flag pole, and the only way to actually start the unfair version of the level is by heading left at the start to an invisible teleport box.
Also these levels in the video are terrible and I love them, outstanding work!
definitely need to try this one
an invisible boss arena with every other tile removed and king bill comes in at tall Mario height every few seconds, also the screen is moving back and fourth constantly
a level about doing math homework
oh that's incredible
edit: i made it
a long (super long) path with a ton of pipes at the end. If you choose the right one you win. If you choose the wrong one you go all the way back to the start. +A pretty short time limit.
Yo the live stream but like, not live or a stream!
That is deliciously evil!
I have an idea: a level where the level itself is invisible, and all the player can see is 1-1. So they have the 1-1 level layout in front of their eyes but the actual level they have to play is completely different. It would be even more effective if there's random invisible spikes, and spikes the player can go through, as well as jumpscares to make the player jump into a hole/spike.
have a level that is as visually messed up as 1-1, but it plays like it isn't until you get to about the 3/4 mark, at which point the level plays exactly as messed up as it looks
One Level where you get fed mushrooms constantly and get damage instantly so you have to sit through like 200 Power up Animations and 300 Mario getting small animations
In every stage, randomly throw in a king bill from any direction to keep players on their toes. (and they go at zooming speeds to Jumpscare the players). Meanwhile there are the evil clouds chasing them at every level, even when its an autoscroller, and the clouds just go a little faster, a LITTLE faster if you know what I mean. (:
If you're still taking recommendations, a longstanding idea that I've had is an autoscroller, but you have to constantly be wall jumping throughout the level. You could add some pick-a-path, random obstacles, and make it obnoxiously slow to force players to sit through the level again if they fail. In my mind, this could be one of the worst types of autoscrollers - one that the player can neither fully turn off their brain & sit through or one that they have to be fully engaged in to succeed.
4:14 this part is just beautiful
Make 5-tower an autoscroll level, then fill it with scaredy rats. Then make it so that if even one rat dies, the entire tower fills up with poison at a slightly faster rate than the autoscroll.
a level where a bunch of switches are everywhere and they do random things (kill you in funny ways) but you need to find the right one to move on to the next section (more of the same but lava is rising this time)
idea: constantly forcing the player the make the longest possible yoshi jump
A level where it theres a door/pipe that makes it look like it takes you to the start of the level, but in reality its a copy that you need to go through a couple more times to beat the level
i thought i recognized your voice! ive been watching troys old MKWii videos to get some nostalgia from when i was younger, then randomly stumbled across your channel! great video btw
underwater maze where you just go all the way right, and then go up a bit and all the way left. Also it'd be funny to make it last 499 seconds of the timer
Idea:make a level that's completely dark,so you have to rely on vague sound signals
There is just moving crystals everywhere,moving at a random direction at a random speed (whilst being random,like,trully random)
Oh no, she’s evolved into Clodsire! Now nothing can stop her! Her mere presence is terraforming the Mushroom Kingdom!
5-4 but in reverse. The raft only moves if you have 5 or more enemies on it, no power ups, no check points, and then a kaizo block for good measure, and to get the last star coin, you get one bob-omb at the beginning which needs to be kept alive throughout the entire thing
I have a few ideas:
1. When there is a split in the road and you have to choose between two levels, the levels themselves will be swapped, just to mess with the player. Ex: 1-5 and 1-6 would be swapped. The levels can be edited further of course.
2. People say autoscroll/moving platform levels are two slow, so have them go absurdly fast instead.
3. Put the player between two giant enemies (king bills, giant goombas?) that move slowly, having only a medium-small gap between them, so that they have to play the level as normal while staying between the enemies.
A level where random blocks move for absolutely no reason.
Pipes, ground, the goal and enemies if possible.
Also random blocks that just fall from the sky and snipe you.
(The checkpoint also sinks into the ground if you get close to it)
"Levels that nobody wants to play"
So there's this one ghost house I think in the snow world that's a dark level
Now just make that an entire level, but without lights
and make the enemies invisible-
A tropical themed level with lava, ice physics, and max sand storm!
Here's an idea- basically that invisible 1-3 level, but it's a maze and there's pipes everywhere and it's effectively pick a pipe, but when you pick a pipe is sends you onto an extremely long path with a few squares things to jump over with a pipe at the end that kills you. If you pick the correct pipe, you end up in a copy of the exact same location but with some false walls on one of the squares (the back side of the square so you'd need to jump over it and go backwards for a bit) with the pipe that actually lets you win the level. The pipe at the end still kills you.
This one works with any level! Make them go through it at least ten times. Not just that, but each time, make it very subtly worse. You finish with one mario-second to spare.
Ideas:
1. Make every tower and castle a boss rush.
2. Make every flagpole have spikes that force you to touch the top or die.
3. Constant meteor shower.
4. 2x mario speed, but only 100 seconds to complete a level.
5. All enemies have a 2-fireball rotating pole (maybe adjust for bosses).
i love that you kept my suggestion of repeating 1-1
i have a suggestion if you are able to edit the patterns for mushrooms houses. make all the tiles bowser tiles
OH MY GOD YOU FIGURED OUT HOW TO ROTATE THE PLATFORMS I'M SO HAPPY XD
Edit: I'm just sad you didn't make all of them do it 😭 would have been perfect
Put wind to max wind in 1-5, make the cogs lighting speed in 1-castle, spam king bills in every single level.
the worst idea i can think of is just one realy long ride through the level with a moving platform, with random spikes so the player cant just go afk
Something that would be great is the level being mirrored. You start at the right side of the level and have to run to the left to get the goal pole. However, the goal pole is missing and it was all for nothing and instead you still run to the right side into a large gap and have to land on a single tile to enter a door leading to the goal pole
Creating a level that syncs up and dances with every "bah" that also has incredibly annoying enemies and land features that are easy to get stuck on. Also no checkpoints and the goal post requires you to land at exactly 50%height with really annoying wall jump.
My atrocious level idea: An ice level with no power ups in it, and there’s also lava for some inexplicable reason. Also all the sub areas have poison and the star coins are basically impossible
You know how Ludwig’s fortress level has you climbing the whole thing with an elevator? What if you removed the elevator and made it so you have to jump off of Banzai Bills the entire way up?
The worst idea I can think of is an enemy ambush but all the toad baloons are out of reach unless you have a propeller suit
lmfao
Idea: A Level where there are multiple different pipes each leading to a different version of 1-1, eg water, upside down etc, and you have to collect a key from all of them