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.
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. 😊
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!
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!
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.
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!
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.
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: 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: 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: 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: 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: 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
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: 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.
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
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: 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: random blocks: when you hit it, theres a 99% of exploding (losing the checkpoint + dieing) and 1% of one coin, and the best part, its identical to a normal lucky block! Good luck finishing that level of clear condition 1 coin with just that block (it can be invisible too)
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.
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.
Make it so that if there are more than 1 set of enterable pipes in a level, there is a chance that they suddenly get mixed up! Perfect for pick a pipe!
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?
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.
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!
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.
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: 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!
2:25 “You are at my mercy, which I don’t have. You are at my nothing.”
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.
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.
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.
we have A lot of sound effects but NOW we have a timmy sound that sound like a kid Screaming realy loud TIMMY!!!!
Super Little Timmy Maker 2’s final major update! (Not really!)
Oh my gosh, your editing skills have improved so much over the time!
Disable the on/off block’s cooldown so a shell that’s constantly hitting it will keep hitting it every frame
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!
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
You can make enemies indestructible and invisible, allowing you to make unpredictable traps.
Thank you, channel member!
Crazy idea. Little Timmy enemies can now follow you across games, making it near impossible to escape Timmy’s wrath.
Its been a looong time since ive saw your videos! And today it just randomly appeared in my recommended, im not complaining tho
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. 😊
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!
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.
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
Little Timmy idea: The bosses are to weak so now they kill you in one shot even if you have a star
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!
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
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!
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.
Idea:The Koopalings chase you throughout a level in the 4 classic game styles.
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!
I enjoyed the first 2 videos, so I'm glad to have another one with this game!
YOO!
Also that description is hilarious lol
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!
Increasing enemies health all the way to infinity would definitely scream TIMMY!
Idea: make it so you can change the time to beat the level any from zero to infinite
İdea:you can spawn the player where ever you want
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.
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 video is incredible as always
Idea: New enemy type (i hate to even type it out) Skibidi Toilet.
Hey bro! I love your videos
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
DannyB with the good Mario Saturday content
Timmy feature: The Troll Pole
It looks like a normal goal pole but kills you on contact!
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: 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.
You can now turn any ground tile in the desert theme into quicksand
You can now add underwater enemy variants like swimming goombas to overworld levels
idea : be able to add p-ennemies that only spawn when you hit a p-switch, thats gonna be so much fun.
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: 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: 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.
Petition to make this a real game
👇🏻
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
Idea: you can now add random jumpscares wherever you want. Fighting bowser? Jumpscare. Pick the wrong door? Jumpscare. Do nothing? Here have a Jumpscare.
Dying increases the difficulty of the level by a creator chosen amount
Idea: everytime mario hits a goomba, gets hit by a koopa shell
[Timmy...?] Clear conditions that require doing things _in other games,_ because sometimes Timmy wants crossover stuff.
You can touch any power up (Fire flower, leaf, etc) and immediately eliminate 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.
Ok.
Imagine in night mode, there are not only Poisonous Shrooms, but also Poisonous versions of every powerup.
Idea: Add Timmy versions of each enemy. Timmy goomba will teleport around, Timmy bowser will throw hammers at the speed of light, etc.
Add meme sound effects to the game, because that’s what every little Timmy would want
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: Sideways levels and Diagonal levels! Wow that would be funny, don’t you think
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: 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: random blocks: when you hit it, theres a 99% of exploding (losing the checkpoint + dieing) and 1% of one coin, and the best part, its identical to a normal lucky block! Good luck finishing that level of clear condition 1 coin with just that block (it can be invisible too)
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 will just have constant laughing no matter what. You cannot escape it
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?"
ok but I actually really like the on off goal pole idea
We definitely need more. Super little Timmy maker
Product placement maker 2 idea: you hit a fire flower you go to garden centers inside stores
Idea: if punching a question mark block, the prize would be rotated 45 degrees!
The one with the infinit hit points is actually a good idea
Idea: add a invisible ? block that, when hit, dosent affect the speed of the player and whatever that comes out of it will be invisible :)
0:28 in vanilla mario maker 2 they also control the size if the light around mario in the night ghost house/underwater theme
Japan Mode: Changes your Mii to a Loli/Anime Styled one and automatically Uploads SFX spam Speedruns and Refreshing Levels
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
Idea: Hide anything on bosses! imagine the faces of people beating a koopaling just to be rewarded with a bowser.
Idea: you can change who big bowsers fire is all the way to infinity
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.
Make it so that if there are more than 1 set of enterable pipes in a level, there is a chance that they suddenly get mixed up! Perfect for pick a pipe!
idea: every sound effect will play every sound/visual effect at the same time
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: You can overlap anything with each other
Idea: every laugh sound effect will be a 10×10 sized box
i swear someone needs to make a fangame containing all of these
Timmy improvement block When you hit it AI makes the level even more little Timmy