User:Yoshi the SSM/Wiki Work Space

Yoshi (series) to Yoshi (franchise) steps

 * Step 1: Establish pages need to be changed/created. Completed.
 * Step 2: Sort through Yoshi (franchise) page to see which game should go into which category. Completed.
 * Step 3: Copy and paste from the Yoshi (franchise) page to Yoshi's Island (series) and Yoshi puzzles. Completed.
 * Step 4: Look up all the links to Yoshi (series) and put them in the proper place. Completed.
 * Step 5: Double check everything.

Testings
This section is used to test many objects. If you are wondering if I have fan made stuff here, don't worry. It is only a test. Even though they are fan made, they will help me create the same type of stuff for the wiki.

Super Mario Run World Tour layout
World 1

To Do List
This is the to do list. It features all articles that I need to do. If it was proposed, a separate section below will be used until it is done.


 * Help with articles for Mario & Sonic at the London 2012 Olympic Games (Wii).
 * Fully create List of Super Mario Maker for Nintendo 3DS quotes for quotes from this game (Yamamura's Tutorials and Super Mario Challenge quotes).
 * Go back through the Super Mario Maker for Nintendo 3DS levels and add enemy counts.

Article Creation and Changing Center
This section is used to test out an article creation or major change before actually doing it. They will have a name on it before it is moved there for better understanding of where it will go. Sorry if it will get confusing here. Proposed articles either by me or asked for will appear here too.

List of Super Mario Maker for Nintendo 3DS quotes
This is a complete list of quotes from the game, Super Mario Maker for Nintendo 3DS; they are listed by order.

Learning the Basics (Lesson 00)

 * Y: "Coo! Coo, coo. (Let's us dive right in! First, I'll teach you how to create a course from start to finish.)"
 * M: "Please, Yamamura --wait a moment!"
 * Y: "Coo? (What's the matter?)"
 * M: "There's an order of operations here. Have you forgotten? The first lesson can't be creating a course from start to finish!"
 * Y: "...Coo. Coo, coo. Coo. (...Right you are. That was merely a test, my apprentice. There are things you must know before creating a course. Mary will now explain.)"
 * M: "Oh, Yamamura ... Please try to focus! Every new player needs to learn these things."
 * cM: "Now, let's start from the start. I'll go over the basics of how to create a course ."
 * Y: "Coo, coo! ( Mary, please go over the basics of how to make a course!)"
 * M: "(Coo...) The screen you're currently in is the course creator ."
 * cM: "The course elements are shown as icons at the top of the screen. We call this the palette ."
 * cM: "You can choose whatever course elements you want from the palette ."
 * cM: "First, we'll go over placing course elements ."
 * cM: "To place a course elements, select the one you want from the palette and then touch the spot where you want to place it."
 * Y: Coo. "(Keep in mind that there is a limit to the amount of elements you can place in a course.)"
 * M: "For now, go ahead and select the ? Block NSMBU Question Block Render.png from the palette and place some in the guide images you see there on the Touch Screen."
 * A: Player touches NSMBU Question Block Render.png then places them in the three spots.
 * M: "And it's just that simple! That's really all there is to placing course elements ."
 * Y: "Coo: coo, coo, coo, coo. (There are two modes here: course-creation mode, where you can edit and build your course , and play mode , where you can play your courses.)"
 * cY: "Coo, coo. (By switching between these two modes, you can place elements in your course and then immediately jump in to test them out.)"
 * Y: "Coo, coo! (And repeating this process of building and testing, you'll gradually build your course and play test it all in one go!)"
 * Y: "Coo, coo. Coo. (So, let's jump in and see how the course plays. Simply tap the Play icon to give it a shot.)"
 * A: Player touches it and plays the course.
 * M: "Looks like you've got a handle on these elements!"
 * cM: "If something didn't work quite as well as you expected, you'll need to hop back in and tweak the elements."
 * cM: "Great! Ok, now tap the Edit icon to return to course creation mode ."
 * A: Player touches it and it goes to it.
 * M: "Next, let's talk about how you can Erase course elements "
 * cM: "Just give Mr. Eraser  MrEraser.png (personal note: not actual in-game image, but close enough) a tap to activate Erase Mode, and he'll be glad to wash away all of your indis creations."
 * cM: "Once Erase Mode is active, simply tap the NSMBU Question Block Render.png to erase them."
 * A: Player ereases the three ? Blocks.
 * M: "And that's it! Deleting elements is just as simple as placing them!"
 * cM: "Next, let's learn about the undo feature. This will take back your previous action, reverting to the state from right before you did it."
 * cM: "Simply give Undodog  [[File:Undodog Costume.png]] (personal note:again not in-game image) a tap, and your last action will be undone!"
 * cM: "So, go ahead and tap Undodog Costume.png]]. The [[File:NSMBU Question Block Render.png that you just deleted using Erase mode should reappear."
 * A: Player taps it and the ? Blocks come back.
 * M: "This is a useful technique if you accidentally place or delete something, so be sure to keep it in mind for the future."
 * Y: "Coo. (I shall biw divulge the awesome power of the Reset Rocket . "
 * M: " The ?! Oh my... This should be used only if you want to get rid of your entire course! once it blasts off, you'll have to start over from scratch."
 * Y: "Coo... coo... coo... (Let's take a look at a more lively course so you can witness... and understand.... its true power.)"
 * A: Screen shifts to a more lively screen.
 * M: "Tap and hold the  to erase all course elements, and in one fell swoop..."
 * cM: "...the course will revert to its original state, leaving just the start and goal ground SMM-NSMBU-Ground Block.png."
 * cM: "OK...I'm a little nervous, but go ahead and tap and hold ."
 * A: Player taps and holds it and it does its function.
 * M: "Is... Is it over...? Everything disappeared, right? Phew, I couldn't bring myself to look!"
 * cM: "The last part of this lesson will cover a very useful function."
 * cM: "By pressing or, you can cycle through Multi-Grab and Copy Modes ."
 * cM: ''"The mode will switch each time you press or.
 * Y: "Coo. (These features are real time savers when you want to move or erase multiple elements at one time.)"
 * M: "That's right, Yamamura . And that's all we have to teach in this lesson!"
 * cM: "If you ever feel like ducking out of a lesson to play Super Mario Challenge or some courses in Course World, just select either option from the Main Menu . I won't hold it against you!"
 * cM: "Oh, and one more thing! You can always find Yamamura lessons in the Main Menu too! Just pop it open and give him a tap when you want to return to his dojo."
 * Y: ''"Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look. If not, you can always come back later.)

Course Structure Basic (Lesson 01a)

 * M: "We'll kick this lesson off by explaining the ground SMM-NSMBU-Ground Block.png elements. Ground SMM-NSMBU-Ground Block.png is used to build the main structure of most courses."
 * cM: " Ground gives Mario and enemies something to walk on and is used to make walls."
 * cM: "Mario and enemies can't pass through ground SMM-NSMBU-Ground Block.png."
 * cM: "To place some SMM-NSMBU-Ground Block.png, touch the screen and slide across it to place a long row."
 * Y: "Coo, coo, coo, coo. Coo. (Use this master technique of ground SMM-NSMBU-Ground Block.png placement to create wide, flat areas or even shapes, like stairs. You can also create walls by placing SMM-NSMBU-Ground Block.png vertically.)"
 * M: "But you can't just go placing SMM-NSMBU-Ground Block.png willy-nilly! You need to place it in such a way to make sure your course is playable."
 * cM: "Go ahead and place the SMM-NSMBU-Ground Block.png as shown on the Touch Screen. And remember, if you make a mistake or if place too much, you can always tap MrEraser.png or [[File:Undodog Costume.png]] for a quick fix!"
 * A: Player places the ground in the selected spots.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and goes right a bit.
 * M: "Now that we've laid the ground work for this lesson, let's talk about blocks SMM NSMBU Brick Block.png!"
 * Y: "Coo... coo...? Coo. Coo, coo. (Laid the... ground work...? Hm. SMM NSMBU Brick Block.png are standard blocks in the Mario series.)"
 * cY: "Coo, coo. ( Small Mario can't break SMM NSMBU Brick Block.png, but  Super Mario 's mighty fist can shatter them.)"
 * M: "(Well, I thought it was funny...) Try placing some SMM NSMBU Brick Block.png in the guide image below."
 * A: Player places them.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "That's all we have time for right now, so let's end the test run and move on."
 * A: It goes back to course edit and goes right a bit.
 * M: ''"All right, we'll moving right along! Next! we'll learn about one of the most recognizable things in any Mario game. Coins SMM-NSMBU-Coin.png!
 * Y: "Coo! Coo. (This will prove a truly valuable lesson! I shall explain three different uses for the almighty SMM-NSMBU-Coin.png.)"
 * M: "(Oh, so you can make puns, but I can't?) Are there really that many uses for SMM-NSMBU-Coin.png? I thought they were fun to collect!"
 * Y: "Coo, coo. Coo. (We all understand the urge to collect many shiny objects to fill our nests with, but it's true. SMM-NSMBU-Coin.png have many uses here.)"
 * cY: "Coo, coo. (First, you place a SMM-NSMBU-Coin.png in the air if you want the player to jump.)"
 * cY: "Coo, coo. Coo, coo, coo. (Second, Coins will guide the player. Players are naturally drawn to the golden luster, and they will go wherever you want them to go if there's a SMM-NSMBU-Coin.png.)"
 * cY: "Coo, coo. (And finally, you can use SMM-NSMBU-Coin.png to make a minor objective or area stand out a bit more.)"
 * cY: "Coo. (Try it yourself to see what I'm talking about.)"
 * M: "OK, try placing SMM-NSMBU-Coin.png in the guide images. This should give you an idea of all three uses!"
 * A: Player places the coins.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and goes right a bit.
 * M: "Last, but certainly not least, we'll introduce you to one of the most adorable elements: Goombas SMM-NSMBU-Goomba.png!"
 * Y: "Coo?! Coo, coo...coo. (You think they're adorable?! Well, you probably recognize SMM-NSMBU-Goomba.png as the first enemy to defeat you in mortal combat when you play any Mario game.)"
 * M: "If Mario bumps into a SMM-NSMBU-Goomba.png from the side, he'll take damage. But a SMM-NSMBU-Goomba.png is easily defeated by jumping on its head and squashing it! (And I happen to think they look pretty cuddly!)"
 * Y: ''"Coo, coo. (If the SMM-NSMBU-Goomba.png is walking on a SMM NSMBU Brick Block.png, it can be defeated by hitting the SMM NSMBU Brick Block.png from below.)
 * M: "Go ahead and place SMM-NSMBU-Goomba.png in the guide images on the Touch Screen to test it out. Oh, but... please don't be too hard on the little guys!"
 * A: Player places the Goombas.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit.
 * M: "And that's everything we have for this basic lesson!"
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Start of every Advance course

 * Y: "Coo, coo. (Clear this course, and then we'll discuss how I went about creating it.)"

Course Structure Advance (Lesson 01b)

 * M: "OK, now let's talk about the course you just played. Yamamura made it himself, you know!"
 * Y: "Coo, coo. (I placed the coins SMM-NSMBU-Coin.png here so you'd be able to collect them with a single jump while also advancing through the stage.)"
 * M: "One of the universal truths of any Mario game is that you collect 100 coins SMM-NSMBU-Coin.png, you'll get an extra life."
 * Y: "Coo. Coo, coo, coo, coo? (There is no greater truth than this. However, if you're playing just a single course, extra lives won't be of much use, will they?"
 * cY: ''"Coo, coo. Coo, coo. (Yet none can resist the urge to pluck such shiny object from the sky. Surely you have many such objects decorating your nest as well, Mary .)"
 * M: " Yamamura, I don't live in a nest..."
 * Y: "Coo, coo. (If you place a SMM-NSMBU-Coin.png above a block SMM NSMBU Brick Block.png, the player will be able to collect the SMM-NSMBU-Coin.png by hitting the SMM NSMBU Brick Block.png from below.)"
 * M: "So you don't have to go through the hassle of jumping up on to the SMM NSMBU Brick Block.png? What a time saver!"
 * Y: "Coo, coo. (But there maybe something hidden inside the SMM NSMBU Brick Block.png, my lazy apprentice. Something potentially treacherous.)"
 * M: ''" Yamamura, would you lay a trap for me?! Well, surprises are part of the fun! I'll bash them all!"
 * Y: "Coo. Coo, coo. (It is my duty to make sure my apprentice is prepared for every situation. Now let's move on.)"
 * cY: "Coo. Coo, coo! (You can create entire courses using just ground SMM-NSMBU-Ground Block.png. And when combined with other elements, you can make some truly amazing environments!)"
 * M: "It's a very lovely cave, Yamamura, but don't you think it was a little difficult getting out? Jumping into that narrow tunnel with six SMM-NSMBU-Coin.png took me forever!"
 * Y: "Coo, coo? Coo. (Ah, so you noticed? I made it difficult on purpose.)"
 * cY: "Coo. (You must jump the exact height of three course elements to escape the cave.)"
 * cY: "Coo, coo. Coo! (If the jump is too low or too high, you'll be trapped forever. It's these sorts of trials that will turn you into a truly masterful player of Mario courses!)"
 * cY: "Coo. Coo, coo, coo! (But a wider opening is more inviting and will make the player more confident. So, you see, both methods have their merit!)"
 * M: "This enemy here is called a Piranha Plant SMM-NSMBU-Piranha Plant.png. They can't move or chase Mario, but it'll still hurt if you touch one!"
 * Y: "Coo. (SMM-NSMBU-Piranha Plant.png are best used as stationary obstacles as you see here.)"
 * cY: "Coo. Coo, coo! Coo... (But that doesn't mean they're limited in use. When used in harmony with other elements, they can be quite the hassle! But more on that later...)"
 * M: "Say, Yamamura ... Do you think the Piranha Plant SMM-NSMBU-Piranha Plant.png could actually be considered a plant?"
 * Y: "Coo, coo... Coo... Coo?! (They're weak to fire, so they must be plants... But they'll eat Mario given the chance... Have we been working with man-eating plants?!"
 * M: "People-eating plants?! Yamamura, I'm not even getting hazard pay for these lessons!"
 * cM: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Pipes and Power-Ups Basic (Lesson 02a)

 * M: "In this lesson, we'll talk about the various items available to you and how to use them."
 * cM: "A few of the available items are 1-Up Mushrooms SMM-NSMBU-1UP.png and, of course, the classic Super Mushrooms SMM-NSMBU-SuperMushroom.png."
 * cM: "The SMM-NSMBU-1UP.png gives Mario one extra life, and the SMM-NSMBU-SuperMushroom.png will turn him into Super Mario !"
 * cM: "There are lots of other items to choose from, of course, so make sure you try them all out to get an idea of how they can be used to amp up your courses."
 * Y: "Coo, coo... (You can place items directly onto the course, but...)"
 * cY: "...coo! Coo, coo? (...it's much more exciting for the player to find them inside a ? Block NSMBU Question Block Render.png! Wouldn't you agree, Mary ?)"
 * M: "Finding items in blocks is such a simple joy in life! All Mario needs to do is bop a NSMBU Question Block Render.png with an item in it, and out it pops!"
 * cM: "And it's so easy to put an element in a NSMBU Question Block Render.png too. All you need to do is place a NSMBU Question Block Render.png and then drag a course element onto it!"
 * cM: "You can put pretty much any element into a NSMBU Question Block Render.png, but for now, try placing a SMM-NSMBU-SuperMushroom.png and SMM-NSMBU-1UP.png a into the NSMBU Question Block Render.png on the Touch Screen."
 * A: The player places the two in ? Blocks.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: The player plays the course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and moves right a bit.
 * M: "Now we'll talk about the Pipe SMM-NSMBU-WarpPipe.png. Changing its length and direction is pretty easy!"
 * cM: "Simply tap and hold the opening of the SMM-NSMBU-WarpPipe.png and drag it in whichever direction you want it to face."
 * Y: "Coo. Coo, coo! (Remain vigilant while placing SMM-NSMBU-WarpPipe.png. If even a single one is out of place, it may turn your dream course into a pipe dream!"
 * M: " Yamamura, please contribute more than puns to this lesson?"
 * cM: ''"Anyways. why don't you try placing a SMM-NSMBU-WarpPipe.png to match the length and direction of those on the Touch Screen?"
 * A: Player places the pipes.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: The player plays the course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and moves right a bit.
 * M: "Similar to placing items inside a NSMBU Question Block Render.png, you can also place them inside a SMM-NSMBU-WarpPipe.png. This can really catch players by surprise!"
 * Y: "Coo, coo. Coo, coo! (The items you place inside a SMM-NSMBU-WarpPipe.png will stay hidden, lying in wait until Mario draws near. Then they begin relentless assault, appearing one at a time!)"
 * cY: "Coo, coo. (Different items will behave differently inside a SMM-NSMBU-WarpPipe.png, so try them all out to get a feel for what will make your course the best it can be.)"
 * M: "Let's check out an example of that. Try creating a SMM-NSMBU-WarpPipe.png with one of those scary Piranha Plants SMM-NSMBU-Piranha Plant.png inside, and see how it behaves."
 * cM: "Choose a SMM-NSMBU-Piranha Plant.png, and drag it inside the SMM-NSMBU-WarpPipe.png as shown on the Touch Screen."
 * A: The player places the Piranha Plants in the pipes.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: The player plays the course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit.
 * M: "And that's everything we have for this basic lesson!"
 * Y: "Coo? Coo, coo. (Would you like to move onto the advanced lesson next? If not, you can always come back later.)"

Pipes and Power-Ups Advanced (Lesson 02b)

 * M: "We'll take a look at each section of the course."
 * cM: "As you can see, Yamamura varied the elements by placing Blocks SMM NSMBU Brick Block.png as well as Hard Blocks SMM NSMBU Hard Block.png."
 * Y: "Coo, coo? ( Mary, can you tell me the difference between SMM NSMBU Brick Block.png and SMM NSMBU Hard Block.png?)"
 * M: "Of course! Super Mario can break SMM NSMBU Brick Block.png, but SMM NSMBU Hard Block.png are just too hard for him."
 * Y: "Coo! Coo. (That's right! That's why you want to use SMM NSMBU Hard Block.png in places where breaking the ground would make it impossible to complete the course.)"
 * M: " Yamamura, that gives me a great course idea!"
 * cM: "How cool would it be to make a course which the player gets trapped by SMM NSMBU Brick Block.png, and the only way out is to transform into Super Mario and break out?!"
 * Y: "Coo, coo. (That would be pretty coo, but there's one thing you need to keep in mind.)"
 * cY: "Coo, coo. (When Super Mario takes damage, he turns back into Small Mario .)"
 * cY: "Coo, coo. (In that case, the player wouldn't be able to complete the stage unless you include some way to become Super Mario again.)"
 * cY: "Coo, coo. Coo! (To avoid such follies, you must consider your course as a whole even as you create each individual section. That is the mark of a true master!"
 * M: "Now let's take a look at the Fire Flower SMM-NSMBU-FireFlower.png power-up item. It's been placed right here."
 * cM: "If Mario grabs the SMM-NSMBU-FireFlower.png, he'll turn into Fire Mario . This lets him shoot fireballs at enemies!"
 * Y: "Coo. ( Fireballs are powerful projectiles that can take enemies out from a distance.)"
 * cY: "Coo. (You can help the player out by placing them right before enemies that must be defeated from a distance.)"
 * M: "Next, we'll take a look at the Super Star SMM-NSMBU-Star.png. It's been placed right here. Did you see it on your way through?"
 * cM: ''"If Mario grabs a SMM-NSMBU-Star.png, he'll become invincible for a short amount of time. He'll be able to defeat enemies just by running into them!"
 * Y: "Coo, coo. (Invincibility is a much-sought-after power, but the SMM-NSMBU-Star.png is one power-up item that can be difficult to incorporate in your course.)"
 * cY: "Coo, coo. (No matter how you arrange the other course elements, this item will allow the player to rush through the course unhindered.)"
 * cY: "Coo, coo. (If that happened, it could throw off the balance of your course and ruin its fun.)"
 * M: "Hmm, that does sound like a problem... Plus, you don't want the player getting used to being invincible. It should be given as a rare treat."
 * Y: "Coo. Coo. Coo, coo. (Exactly. Treat the SMM-NSMBU-Star.png like edamame. If they litter your course, the player will get pretty bored of them after a little while.)"
 * M: "Hmm... And here I was thinking it would be so cool to have a course full of SMM-NSMBU-Star.png so the player could have a good time bashing through all the enemies."
 * cM: "But I guess it's back to the drawing board! You really have to consider SMM-NSMBU-Star.png placement carefully, huh?"
 * M: "10-Coin Blocks, ? Blocks NSMBU Question Block Render.png, and SMM NSMBU Brick Block.png have been placed here, all of which have Coins SMM-NSMBU-Coin.png hiding inside."
 * cM: "You need to hit 10-Coin Blocks repeatededly to collect all the SMM-NSMBU-Coin.png inside."
 * cM: "Speaking of, the faster you hit one, the more SMM-NSMBU-Coin.png you'll get out of it!"
 * Y: "Coo. Coo. (Trying to collect all the SMM-NSMBU-Coin.png from 10-Coin Block will surely slow the player's progress. Use this desire to collect all shiny objects to force an impossible choice.)"
 * cY: "Coo, coo... (If you place the 10-Coin Blocks near approaching enemies or at the end of a course where time is of the essence...)"
 * cY: "Coo?! Coo, coo. Coo. (Will the player continue onward or chose the coins?! As course maker, you merely prove the choice. The value of each SMM-NSMBU-Coin.png is for the player to decide.)"
 * M: "If you spend too long collecting the coins and the enemy gets too close, you'll be damaged for sure! But... But they're just so nice to collect..."
 * Y: "Coo. Coo, coo. (And now for the last part of our lesson. As you can see, I have so cleverly placed an enemy inside a SMM NSMBU Brick Block.png.)"
 * cY: "Coo. (The oversized Goomba SMM-NSMBU-Goomba.png that was for you at the end of the stage is known as a Big Goomba.)"
 * cY: "Coo. (You can create a Big Goomba by placing a Super Mushroom SMM-NSMBU-SuperMushroom.png on a SMM-NSMBU-Goomba.png.)"
 * M: "Oh, but, Yamamura ... We're explaing how to place enemies inside a SMM NSMBU Brick Block.png, right?"
 * cM: "Wouldn't have been better to put a normal-sized SMM-NSMBU-Goomba.png inside the SMM NSMBU Brick Block.png for this lesson?"
 * Y: "Coo... (Well, I could have used a normal SMM-NSMBU-Goomba.png. But...)"
 * cY: "...coo, coo, coo? (...you were surprised to see such a large enemy appear from nowhere, weren't you?)"
 * M: "I was surprised, but I was also pretty delighted!"
 * Y: "Coo? Coo?! (Surprised as well as delighted? By the sight of a monstrously huge Goomba ?!)"
 * M: "A Goomba that large just means there's more to cuddle!"
 * Y: "Coooo... Coo... Coo. Coo. (Ahem... Well... I placed a Big Goomba because I wanted you to react like that. A normal SMM-NSMBU-Goomba.png popping out of the SMM NSMBU Brick Block.png wouldn't have been as surprising.)"
 * cY: ''Coo... (Thinking up new and interesting ways to surprise or delight the player...)
 * cY: "...coo! (...is as important to creating courses as giving Mario ground to stand on!)"
 * M: "Oh, I see! Wow, Yamamura, I feel like I've learned something really valuable today!"
 * cM: "It's important to consider the people playing your course as much as you consider the course itself. You should always try to please the player as much as possible!"
 * cM: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Enemy Behavior Basic (Lesson 03a)

 * M: "The first enemy we'll talk about here is the Koopa TroopaSMM2 Koopa Troopa NSMBU icon.png."
 * cM: "Mario will take damage if he touches a SMM2 Koopa Troopa NSMBU icon.png from the side, but a SMM2 Koopa Troopa NSMBU icon.png can be defeated by jumping on top of it."
 * Y: "Coo, coo. (Much like its allies the Goombas SMM-NSMBU-Goomba.png, the SMM2 Koopa Troopa NSMBU icon.png moves horizontally.)"
 * cY: "If you jump atop a SMM2 Koopa Troopa NSMBU icon.png, it will retreat into its Shell GreenShellNSMBW.png like the coward it is and cease all movement.)"
 * cY: "Coo! Coo, coo! (But it's simply biding its time! After a short while, it will return to fighting form!)"
 * M: "Try placing a SMM2 Koopa Troopa NSMBU icon.png in the guide images you see on the Touch Screen."
 * A: Player places the Koopa Troopas.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to couse edit and moves right a bit.
 * M: "Next, we'll talk about the different types of Koopa Troopas."
 * cM: "As you may well know, there are two types of Koopa Troopas: Green Koopa Troopas SMM2 Koopa Troopa NSMBU icon.png and Red Koopa Troopas RedKoopaTroopa.png."
 * cM: "But the differences don't stop there! The SMM2 Koopa Troopa NSMBU icon.png and RedKoopaTroopa.png actually have unique features."
 * cM: "A SMM2 Koopa Troopa NSMBU icon.png won't turn back when it reaches the edge of ground SMM-NSMBU-Ground Block.png, eventually marching to its inevitable doom."
 * cM: "The RedKoopaTroopa.png, on the other hand, is a little smarter! When it reaches the edge of the SMM-NSMBU-Ground Block.png, it'll turn around and continue walking in the opposite direction."
 * Y: "Coo. (You can change a SMM2 Koopa Troopa NSMBU icon.png into a RedKoopaTroopa.png by tapping and holding it and giving it a good shake ."
 * M: "Go ahead and place a RedKoopaTroopa.png in the guide image on the Touch Screen."
 * A: Player places the Red Koopa Troopa.
 * M: "All right looking good. Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and moves right a bit.
 * M: "For this next portion, we'll explain some useful features of the course-creation mode ."
 * cM: "To start, go ahead and grab the six coins SMM-NSMBU-Coin.png you see there."
 * A: Player grabs the coins then it goes back to course edit.
 * M: "Once you're back in the course-creation mode, you can tap the Mario trail icon {{SMM-SMB-Mario.png (personal note: this is the best recreation of it that I could do and needs a better image.) to show the exact path Mario traveled."
 * cM: "Go ahead and give {{SMM-SMB-Mario.png a tap to see what it looks like."
 * A: Player does so and it shows the player's path.
 * M: "Take a look and study how you jumped to grab those coins. Pretty cool, don't you think?"
 * Y: "Coo, coo. Coo. (By using {{SMM-SMB-Mario.png, you can see where Mario will land after a jump . This makes it easier to figure out right where your ground SMM-NSMBU-Ground Block.png should go.)"
 * M: "What's this...? Yamamura ! Look at this mess on the floor! What have you been doing?"
 * Y: "Coo, coo... Coo. Coo... (My apologies, Mary ... I was munching on some edamame and must have dropped some. A pity to see such fine edamame go to waste...)"
 * M: "It's sticking to the bottom of my shoes! Please be sure to clean up after yourself in the future. (What a birdbrain...)"
 * A: Screen moves right a bit.
 * M: "Anyway, getting back to the lesson... Next, we'll talk about the wings SMM-NSMBU-Wing.png."
 * cM: "Select SMM-NSMBU-Wing.png from the palette, and then tap an enemy to attach the SMM-NSMBU-Wing.png to it."
 * cM: "An enemy that has earned its SMM-NSMBU-Wing.png is known as a Para type."
 * Y: "Coo, coo. (Once an enemy is granted the ultimate gift of flight, its movements will become vastly different.)"
 * cY: "Coo. Coo. (This can greatly change how a player plays and views your course. This simple method can be very effective for adding a little spice to the mix.)"
 * M: "Adding wings to a RedKoopaTroopa.png will turn it into a NSMBW Red Paratroopa Render.png."
 * cM: "Try creating a NSMBW Red Paratroopa Render.png as seen in the guide image on the Touch Screen."
 * A: Player does so.
 * M: "All right looking good. Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and moves right a bit.
 * M: "And now here's a little bounus tidbit for you... I'll explain the tower feature !"
 * cM: "If you stack enemies on top of each other, they'll balance and become a tower !"
 * Y: "Coo... (Seeing all those enemies stacked up like that certainly does leaves an impression...)"
 * cY: "Coo, coo. Coo! (As I said in Lesson 2+, it's really important to add elements that will surprise the player. And a short stack of enemies is a good place to start!)"
 * M: "Try stacking a few SMM-NSMBU-Goomba.png in the guide images on the Touch Screen to create a mighty (and oh-so-adorable) tower ."
 * A: Player places the Goombas.
 * M: "All right looking good. Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit.
 * M: ""And that's everything we have for this basic lesson!
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Enemy Behavior Advanced (Lesson 03b)

 * M: "Phew, that was a pretty good one, right? Let's take a look at what you just played."
 * M: "Right at the start, you'll find a SMM2 Koopa Troopa NSMBU icon.png patrolling."
 * cM: "As you may have seen, if you jump on a SMM2 Koopa Troopa NSMBU icon.png and kick its shell GreenShellNSMBW.png, you'll send it flying and it'll shatter any blocks SMM NSMBU Brick Block.png."
 * Y: "Coo, Coo. (Placing a SMM2 Koopa Troopa NSMBU icon.png here gives the player more reason to kick its shell, and it also gives meaning to the SMM2 Koopa Troopa NSMBU icon.png's life.)"
 * M: "Gives the player more reason to kick it? What do you mean by that, Yamamura ?"
 * Y: "Coo, coo. Coo! (A ground pound from Big Mario is usually enough to break a SMM NSMBU Brick Block.png, but unbreakable blocks are in the way here. The only way through is with a GreenShellNSMBW.png!)"
 * cY: "Coo. (You must always consider how the player will be able to break SMM NSMBU Brick Block.png you place in your course.)"
 * cY: "Coo. (A course should be more than a sprint to the finish line. Adding little puzzles like this will give your courses depth and will help leave a positive impression.)"
 * M: "Huh... I just thought kicking a GreenShellNSMBW.png was something fun to do, like playing soccer!"
 * cM: "But I guess it can actually lend itself to some pretty fun gameplay moments. You should always be thinking up fun ways for players to break SMM NSMBU Brick Block.png!"
 * M: "It looks like we've got some Green Paratroopas GreenParatroopa.png and Red Paratroopas NSMBW Red Paratroopa Render.png over here."
 * cM: "GreenParatroopa.png moves sideways as they fly around."
 * cM: "The timing for jumping on these is a bit trickier than it is for jumping on a SMM2 Koopa Troopa NSMBU icon.png."
 * cM: "The NSMBW Red Paratroopa Render.png can be quite the nuisance, since it flies up and down. And it's so slow, like it's taunting you!"
 * cM: "Say, Yamamura ... Since a RedKoopaTroopa.png can get back up after retreating into its shell, does that mean a NSMBW Red Paratroopa Render.png can do the same?"
 * Y: "Coo. Coo, coo. (That is correct. Their shells [[File:RedShellNSMBW.png]] are the same color, so they have the same features.)"
 * cY: "Coo, coo, coo. (Getting the timing down may be tricky, but if you pull it off just right, you can use the NSMBW Red Paratroopa Render.png as a spring board to reach the higher-up platform.)"
 * cY: "Coo, coo, coo! Coo! (When you land on the [[File:RedShellNSMBW.png]], hold , and you'll spring off it! This will allow Mario to jump off it to reach new heights!"
 * cY: "Coo, coo. (Special paths that don't lead directly to the goal should be a little trickier for the player to reach, but adding a reward to them will make it worthwhile.)"
 * M: "The Bill Blaster SMM-NSMBU-BillBlaster.png makes its first appearance here, so we'll take a moment to explain the basics of how it works.
 * cM: "The SMM-NSMBU-BillBlaster.png can't move on its own and Mario won't take damage if he bumps into it."
 * cM: "The Bullet Bills BulletBill-MKWii-Icon.png that fire from SMM-NSMBU-BillBlaster.png, however, can really ruin Mario's day!"
 * Y: "Coo. (You can adjust the height of a SMM-NSMBU-BillBlaster.png the same way you adjust the height of a Pipe SMM-NSMBU-WarpPipe.png.)"
 * cY: "Coo, coo, coo. (Mario can stand atop SMM-NSMBU-BillBlaster.png, so by adjusting their height, they can actually be used as platforms.)"
 * M: "And don't forget: like most enemies, BulletBill-MKWii-Icon.png can be defeated by jumping on them. So even though they've scary, remember the three Cs: cool, calm, and collected!"
 * Y: "Coo, coo! (BulletBill-MKWii-Icon.png are fired at regular intervals, so don't forget to keep an eye on the rest of your surrounding while focussing on dodging them.)"
 * cY: "Coo, coo! (You can fall through even a small hole in the SMM-NSMBU-Ground Block.png, so keep a weather eye and remain mindful of traps!)"
 * M: "*grumble grumble* Ahem... If you ask me, Yamamura, it's easiest to fall into traps right before lunch..."
 * Y: "Coo? Coo, coo. (Is it almost that time? If there was edamame involved, my mighty wings would carry me over any trap with the greatest of ease.)"
 * M: "Hmm, is there anything else to explain about the SMM-NSMBU-BillBlaster.png?"
 * Y: "Coo. Coo, coo. (The SMM-NSMBU-BillBlaster.png holds many secrets, my apprentice. For instance, you can place other elements inside one.)"
 * cY: "Coo, coo. (So instead of firing the menacing SMM-NSMBU-BillBlaster.png, the SMM-NSMBU-BillBlaster.png will fire something far different.)"
 * cY: "Coo, coo. Coo, coo... (Here, you can see I placed some coins SMM-NSMBU-Coin.png inside this one. You can put enemies inside as well, but this one is much more pleasant...)"
 * M: "Wow, Yamamura ! Having the SMM-NSMBU-Coin.png pour out of a SMM-NSMBU-BillBlaster.png like that turns the course into a regular treasure trove!"
 * Y: "Coo! (Don't let anyone tell you Yamamura-san doesn't know how to make it rain!)."
 * M: "Say, maybe we can scoop up those coins and treat ourselves to a fancy meal?"
 * Y: "Coo, coo. Coo... *munch* (If you're hungry, I've got some edamame I'd be glad to share if you want some... *munch*)"
 * M: "Oh, uh... No thanks... (I still remember what happened the last time you tried to share your edamame...)"
 * M: "It looks like we've got one more quick lesson on the SMM-NSMBU-BillBlaster.png to wrap this course up."
 * Y: "Coo, coo...coo. (As I explained, the SMM-NSMBU-BillBlaster.png doesn't move around...on its own.)"
 * M: "That's right! the SMM-NSMBU-BillBlaster.png is stationary if dropped in a course and left alone."
 * cM: "But if you make a tower by placing a SMM-NSMBU-BillBlaster.png atop an enemy, like you see here, you'll create a roving SMM-NSMBU-BillBlaster.png!"
 * Y: "Coo. (I've placed a SMM-NSMBU-BillBlaster.png atop a Goomba SMM-NSMBU-Goomba.png to demonstrate.)"
 * cY: "Coo, coo. (Defeating the SMM-NSMBU-Goomba.png will cause it to drop the SMM-NSMBU-BillBlaster.png, leaving it immobile on the SMM-NSMBU-Ground Block.png"
 * cY: "Coo. Coo, coo. (A roving SMM-NSMBU-BillBlaster.png can also be used to access a secret area. If the player jumps atop one, it can carry Mario to another location.)"
 * M: "Hmm... Reminds me of a certain lazy pigeon who likes to perch on people's shoulders and have them carry him places..."
 * Y: "Coo. (Sounds like a very wise and handsome pigeon.)"
 * M: "..."
 * cM: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Underwater Courses Basic (Lesson 04a)

 * M: "Up until now, all our lessons have used the Ground theme . But now it's time to start taking a look at some different themes!"
 * Y: "Coo. (Let's start with everyone's favorite: the Underwater theme .)"
 * M: "You can choose from six different course themes, such as Ground, Underwater, and more. These change the appearance of your entire course."
 * cM: "For this lesson, go ahead and select the Underwater theme ."
 * A: Player changes it to underwater.
 * M: "And there you go! The entire course has changed! "
 * cM: "But it's more than just a visual change! When Mario is course themes, he can't run or jump . All he can do is swim ."
 * A: The screen moves right a bit.
 * M: "The first enemy we'll take a look at is the Cheep Cheep."
 * cM: "There are two types of Cheep Cheeps : Green Cheep Cheeps SMM2 Cheep Cheep NSMBU icon.png and Red Cheep Cheeps SMM2 Cheep Cheep NSMBU icon red.png."
 * cM: "The SMM2 Cheep Cheep NSMBU icon.png swims forward in a straight line, but the SMM2 Cheep Cheep NSMBU icon red.png will turn left or right at certain times."
 * cM: "Simply shake the SMM2 Cheep Cheep NSMBU icon.png to change it into a SMM2 Cheep Cheep NSMBU icon red.png."
 * Y: "Coo. Coo... (The difference in their movements is similar to the differences between a Green Koopa Troopa SMM2 Koopa Troopa NSMBU icon.png and a Red Koopa Troopa RedKoopaTroopa.png. However...)"
 * cY: "...coo! Coo. (... a Cheep Cheep will damage Mario no matter from what angle he touches it! The vicious Cheep Cheeps " offer no safe haven.)
 * cY: "Coo, coo. Coo. (When playing them, it's best not to overthink the positions. Simply place them in such a way that will prevent the player from moving straight ahead.)"
 * M: "Go ahead and place SMM2 Cheep Cheep NSMBU icon red.png in the guide images on the Touch Screen."
 * A: Player places a Red Cheep Cheep.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * M: "Now we'll talk about the often-menacing Blooper SMM2 Blooper NSMBU icon.png."
 * cM: "SMM2 Blooper NSMBU icon.png will swim right toward Mario, making them a bit tougher to avoid than other enemies. It also makes them look more threatening!"
 * Y: "Coo, coo. (Since they persue Mario with unwavering dedication, they can be particularly troublesome if encountered in a narrow space.)"
 * cY: "Coo, coo. (When used in harmony with SMM2 Ground NSMBU icon underwater.png, even a single SMM2 Blooper NSMBU icon.png can add quite a bit of danger.)"
 * M: "Place a SMM2 Blooper NSMBU icon.png in the guide images on the guide image on the Touch Screen, and we'll take a look at this."
 * A: Player places a Blooper.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * M: "The water hazards are coming at you in waves today! Next we'll take a look at the SMM2 Spike Trap NSMBU icon.png."
 * cM: " Mario will take damage if he touches a SMM2 Spike Trap NSMBU icon.png."
 * Y: "Coo, coo. (Spike Traps are harmful from any angle, so take special caution not to touch them while swimming through a course.)"
 * cY: "Coo. Coo, coo, coo. (This means they can be used to spice up your course. If you're in a tunnel of SMM2 Spike Trap NSMBU icon.png, as Mario is here, even a single enemy can wreak havoc.)"
 * M: "Now place SMM2 Spike Trap NSMBU icon.png in the guide images on the Touch Screen."
 * A: Player places the Spike Traps.
 * M: "All right, looking good! Let's hop in and see how it plays"
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * M: "And finally, we come to Semi-Solid Platforms SMM NSMBU Underwater SSPlatform1.png."
 * cM: " Mario can pass through SMM NSMBU Underwater SSPlatform1.png from either side or from below but not from the top."
 * cM: "After you've place a SMM NSMBU Underwater SSPlatform1.png, you can tap and hold any of its four corners to adjust its size."
 * Y: "Coo. Coo, coo. (The main purpose of this element is to create a one-way path. Once you're on top of a SMM NSMBU Underwater SSPlatform1.png, there's no going back.)"
 * cY: "Coo, coo. (With this in mind, you could even use the SMM NSMBU Underwater SSPlatform1.png to create an entirely one-way course.)"
 * M: "Oh! and you can shake the SMM NSMBU Underwater SSPlatform1.png to change it to a complete different style, too! Go ahead and give it a shot!"
 * cM: "Place a SMM NSMBU Underwater SSPlatform1.png in the guide images on the Touch Screen to see for yourself."
 * A: Player places Semi-Solid Platforms.
 * M: "All right, looking good! Let's hop in and see how it plays"
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit.
 * M: "And that's everything we have for this basic lesson!"
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Underwater Courses Advanced (Leson 04b)

 * M: "OK, you know the drill! Let's take a look at the course you just played."
 * M: "To start, you'll notice a Blooper SMM2 Blooper NSMBU icon.png placed here at the beginning."
 * Y: "Coo, coo. (In the previous lesson we talked about the SMM2 Blooper NSMBU icon.png moves, but now we'll talk about how it moves in relation to the ground SMM2 Ground NSMBU icon underwater.png."
 * cY: "Coo. (It can be exciting for the player if a SMM2 Blooper NSMBU icon.png chases Mario into a tight spot.)"
 * cY: "Coo. Coo! But Mario has a lot of space to swim around underwater . This can make a SMM2 Blooper NSMBU icon.png chase in open water just as exciting!)"
 * M: " Yamamura, is it true that Small Mario can avoid a SMM2 Blooper NSMBU icon.png entirely simply by standing on the ground SMM2 Ground NSMBU icon underwater.png while underwater?"
 * Y: "Coo, coo! ( Mary, don't give away the Blooper 's secrets like that!)"
 * M: "Huh? What?! Secrets?! Oh, uh, no, I mean... I'm just tidying up these spare coins! Ho-hum, la la la... *whistle* Aha-ha..."
 * Y: "Coooo... Coo. (Ahem... Let's move on to the next subject.)"
 * M: "Right! In this next part, we've got some Spike Traps SMM2 Spike Trap NSMBU icon.png set up. There aren't too many SMM2 Spike Trap NSMBU icon.png this time around, so they're easier to deal with."
 * Y: "Coo. Coo, coo. (Many SMM2 Spike Trap NSMBU icon.png will cause the player to be very cautious and precise. But if there are a few, the player is more likely to swim around a bit more.)"
 * M: "Mario's movement is limited underwater, so giving him plenty of room to play around in will give the player a bit of a breather."
 * Y: "Coo, coo! (By spreading the elements out like this, you can make your underwater courses feel like the wide-open sea!"
 * Y: "Coo. (Some of the Semi-Solid Platform SMM NSMBU Underwater SSPlatform1.png is hidden by the SMM2 Ground NSMBU icon underwater.png here, so it looks like a cave wall.)"
 * M: "Ohh, that's pretty neat! Since you can pass through the sides and bottom of the SMM2 Ground NSMBU icon underwater.png, you make it look like a cool background!"
 * cM: "But figuring out the different ways to use them to their full potential seems pretty hard."
 * Y: "Coo, coo. (If your course looks appealing, it will make people more excited to play through it.)"
 * M: "Hmm, that's a good point, Yamamura, If this whole "being a bird" thing doesn't pan out, you could always get a job as an interior designer."
 * Y: "Coo, coo, coo. (Now, as you can see here, a treacherous Bill Blaster SMM-NSMBU-BillBlaster.png has been placed underwater .)"
 * cY: "Coo, coo. (While underwater, the player will swim forward while avoiding enemies coming from all sides.)"
 * cY: "Coo. (A sort of obstacle couse swarming with Bullet Bills BulletBill-MKWii-Icon.png may be ideal for this kind of play style.)"
 * M: "But remember, BulletBill-MKWii-Icon.png move slower while underwater !"
 * Y: "Coo. (It's simple hydrodynamics.)"
 * cY: "Coo, coo, coo. (While underwater, Mario can cahnge his spped as he swims side to side but will always rise and sink at the same speed.)"
 * cY: "Coo, coo. (If you can strike balance between underwater movement and gameplay, your course will be a champion of underwater courses the world over.)"
 * M: "Last but not least, we'll talk about my little Goomba SMM-NSMBU-Goomba.png buddies hanging out by the goal here."
 * cM: "Ohh, look at the little SMM-NSMBU-Goomba.png with their legs kicking around like that!"
 * Y: "Coo, coo. Coo! (Unlike on dry land, SMM-NSMBU-Goomba.png move underwater in a way that's much more difficult to predict. This makes them vicious foes you simply cannot ignore!)"
 * cY: "Coo, coo, coo. (So while enemies do move slowly underwater, you also get enemies with special movements, like SMM-NSMBU-Goomba.png.)"
 * cY: "Coo, coo. (As you're surely learning by now, there are many various elements you can combine and experiment with to see what works best for your courses.)"
 * M: "Say, Yamamura, are you any good in the water?"
 * Y: "Coo, coo, coo. Coo. (Why, yes, actually I am. There's a very lovely bird bath in the park near my nest that I frequent.)"
 * cY: "Coo. (Maybe you would like to join me for a nice soak and some edamame.)"
 * M: "Well, I don't think I would quite fit in a bird bath..."
 * cM: "But if the weather is nice, maybe a trip to the beach is in order!"
 * M: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Game Styles Basic (Lesson 05a)

 * M: "Before we jump in to explain the course elements, we'll take a moment to explain what game styles are."
 * cM: "On the left you'll see an image that represents New Super Mario Bros. U  on the right."
 * cM: "In course-creation mode, you can choose between four different styles of past Super Mario games."
 * cM: "More than just backgrounds, however, each one is from a different game in the Super Mario series, and each on will give your course unique features from that game!"
 * cM: "For now, go ahead and tap the icon pointed out on the Touch Screen to choose the Super Mario Bros. game style ..."
 * A: Player taps Super Mario Bros. icon and it changes to that game.
 * M: "...And there you go! The entire course changes automatically!"
 * Y: "Coo, coo. (Even though the game style changes, the course elements will remain as you placed them.)"
 * cY: "Coo, coo. (However, each game style has unique elements with their own special properties.)"
 * cY: "Coo. (So be sure to try out many elements and style combinations to figure out how you can best use each element in each style.)"
 * A: It changes back to New Super Mario Bros. U style.
 * Y: "Coo. (Now let's change back to the New Super Mario Bros. U game style to explain a few of the course elements."
 * M: "Aw, but I wanted to play in the Super Mario Bros. game style . Can't we change back?"
 * Y: "Coo. (The mark of a good apprentice is playing the game her sensei chooses.)"
 * M: "Hmph... (Just last week the mark of a good apprentice was buying her sensei a whole bag of edamame...)"
 * A: Screen moves right a bit.
 * M: "Well, I guess we'll talk about the Fire Bars SMM2 Fire Bar NSMBU icon.png, then."
 * cM: "The SMM2 Fire Bar NSMBU icon.png is a rotating bar of fire you need to avoid by running, jumping, or crouching with precise timing."
 * Y: "Coo, coo, coo, coo. (You can change the direction of the SMM2 Fire Bar NSMBU icon.png spins, the fire's length, and it angle to match your devious intentions, whatever those maybe.)"
 * cY: "Coo. (But we'll explain that in greater detail in our next advanced lesson ."
 * M: "For now, place a Fire Bar SMM2 Fire Bar NSMBU icon.png in the guide image on the Touch Screen."
 * A: Player places the Fire Bars.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit.
 * M: ""And that's everything we have for this basic lesson!
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Game Styles Advanced (Lesson 05b)

 * M: "Were you surprised by how that course ended? Let's take a look at how it was made!"
 * Y: "Coo, coo, coo. (I've changed the angles, spin directions, and length of the Fire Bars here at the start.)"
 * cY: "Coo, coo. (To change the spin direction, simply tap the arrow in the center of the block.)"
 * cY: "Coo, coo. (To change the length or angle of the flames, tap and hold the end of the bar and slide it in or out to however you want it.)"
 * M: "Changing even just these few settings can make your course look really unique!"
 * Y: "Coo, coo. Coo, coo. (Changing an aspect of the SMM2 Fire Bar NSMBU icon.png even just a little can affect the difficulty of the entire course, so be sure to test it out to make sure it works.)"
 * M: "And now we come to our first Hammer Bro SMM2 Hammer Bro NSMBU icon.png!"
 * Y: "Coo, coo. Coo, coo. (As their name suggests, Hammer Bros. attack with volleys of hammers MKT Icon Hammer.png. Their range can keep you at a distance, so they make good gatekeepers.)"
 * cY: "Coo, coo, coo. (SMM2 Hammer Bro NSMBU icon.png can jump up and down between different elevations, so they're best utilized when placed on terrain with multiple levels, as I've done here.)"
 * M: "Here we have a new course element to show you. This is a Checkpoint Flag SMM-NSMBU-Checkpoint-Flag.png."
 * cM: "If you touch a SMM-NSMBU-Checkpoint-Flag.png, you'll return to the course from that point if you lose a life. These have saved me more times than I can count!"
 * Y: "Coo. (A SMM-NSMBU-Checkpoint-Flag.png is a kindness players will always appreciate. Especially if you're making a particualarly long or difficult course!"
 * cY: "Coo, coo. Coo! (A rule I live by personally is to touch every SMM-NSMBU-Checkpoint-Flag.png I see, whether I think I'll need it or not. Accidents happen!)"
 * M: "So what was your reason for placing a SMM-NSMBU-Checkpoint-Flag.png here?"
 * Y: "Coo, coo. Coo. (If the player makes a mistake and loses a life beyond this point, it means facing that fearsome SMM2 Hammer Bro NSMBU icon.png yet again. That can be quite discouraging.)"
 * cY: "Coo. (Placing a SMM-NSMBU-Checkpoint-Flag.png after a difficult enemy is reassuring to the player and can provide a sense of security.)"
 * M: "Hmm, I suppose having to take out the same tough enemy over and over again would get pretty tiresome..."
 * Y: "Coo. Coo! (Always consider the best palce to put a SMM-NSMBU-Checkpoint-Flag.png to make things a bit easier for the players. If only I could put a SMM-NSMBU-Checkpoint-Flag.png before eating a big bowl of edamame.)"
 * M: "The four SMM2 Fire Bar NSMBU icon.png here have all had their angles and lengths adjusted."
 * Y: "Coo. Coo, coo. (Don't let the way it looks intimidiate you. It may look like a complicated structure, but it's actually pretty simple to make and to conquer.)"
 * M: "Ohh, I see... Hmm... So nice.... Oh, sorry! It's just so mesmerizing to watch it spin... But don't get so distracted you forget to time your jumps ."
 * Y: "Coo, coo. (If you place SMM2 Fire Bar NSMBU icon.png with different angles and lengths like you see here, it can make the timing more challenging to get down.)"
 * M: "I could never quite get SMM2 Fire Bar NSMBU icon.png placement down, but I think I've learned a thing or tow after this lesson! Seeing these spinning gives me an idea."
 * Y: "Coo. (Using elements indifferent ways and placing one in just the perfect spot can be a truly beautiful thing.)"
 * cY: "Coo, coo! (If a great idea for a course pops into your head, make sure to write it down right away!)"
 * cY: "Coo, coo. (Even when you're not playing, it can be fun to plan out your next course in your head or with your friends.)"
 * M: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Ghost House Courses Basic (Lesson 06a)

 * M: "We'll use this time to talk about the game style specific power-up items."
 * Y: "Coo. (The New Super Mario Bros. U game style features the Propeller Mushroom SMM2 Propeller Mushroom NSMBU icon.png power-up item.)"
 * cY: "Coo, coo. (If you place this element and then change to another game style, the SMM2 Propeller Mushroom NSMBU icon.png will change to the new game style.)"
 * M: "But in this lesson, we'll just focus on the SMM2 Propeller Mushroom NSMBU icon.png."
 * cM: "Grabbing the Propeller Mushroom SMM2 Propeller Mushroom NSMBU icon.png will change Mario into Propeller Mario ."
 * Y: "Coo, coo . Coo. (Press or  as Propeller Mario NSMBW sprite.png to take to the skies like a majestic pigeon. This will allow him to reach platforms or coins SMM-NSMBU-Coin.png that are otherwise out of reach.)"
 * cY: "Coo, coo. (You can place SMM2 Propeller Mushroom NSMBU icon.png wherever you'd like, but they're most often found inside ? Blocks NSMBU Question Block Render.png."
 * M: "Place a SMM2 Propeller Mushroom NSMBU icon.png in the guide image on the Touch Screen so you can reach the coins SMM-NSMBU-Coin.png and platform."
 * A: Player places a Propeller Mushroom inside a ? Block.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * M: "(Ohh, OK... Ok, Mary, deep breaths...) Ahem... Since we're in a ghost house , can you guess which enemy will (unfortunately) be making its debut? It's... It's... It's Boo SMM2 Boo NSMBU icon.png! (...Eeep...)"
 * cM: " Mario will take damage if he touches SMM2 Boo NSMBU icon.png, and they can't be jumped on or defeated with fireballs . They're like undying little monsters! Please keep them away from me..."
 * Y: "Coo, coo, coo. Coo, coo. (Don't worry, Mary -- SMM2 Boo NSMBU icon.png will only come after you if you aren't looking at them. As long as Mario is facing one, it won't move an inch.)"
 * M: "So, you're telling me I can't even blink?! That isn't very comforting, Yamamura ! (Ok, Mary, you can do it... Whatever you do, don't blink.)"
 * Y: "Coo! Coo. Coo, coo... Coo, coo. (Good point! Blinking may give them a chance to catch up. So, I guess... don't turn your back, and don't blink.)"
 * M: "Quit trying to scare me, Yamamura ! I'm just going to move on with the lesson."
 * cM: "Place a SMM2 Boo NSMBU icon.png in the guide image on the Touch Screen, but please make it quick..."
 * A: Player places the Boos.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * M: "Phew, it's over... Ok... So now we'll talk about... Dry Bones SMM2 Dry Bones NSMBU icon.png?! Someone get me out of this house of horrors!"
 * Y: "Coo, coo. Coo! (Jumping atop a SMM2 Dry Bones NSMBU icon.png will collapse its feeble bones, but it's just playing possum. After a short while it will pull itself back together and continue on!"
 * cY: "Coo. (The SMM2 Dry Bones NSMBU icon.png is another enemy that can't be defeated with fireballs .)"
 * M: "They're... They're just a... A pile of bones! Conventional weapons are useless! Not even fireballs are effective!"
 * Y: "Coo. Coo, coo. (That's right. But a SMM2 Dry Bones NSMBU icon.png and SMM2 Boo NSMBU icon.png aren't the only enemies that can't be defeated with fireballs, so don't rely on the cleansing power of the flame too much.)"
 * M: "Jeez... SMM2 Boo NSMBU icon.png and SMM2 Dry Bones NSMBU icon.png Sure are suited to these spooky castle and ghost house course themes, huh?"
 * Y: "Coo, coo. (Your course will certainly look and feel better if you match the enemies to the theme, so choose your enemies carefully.)"
 * M: "Place a Dry Bones SMM2 Dry Bones NSMBU icon.png in the guide image on the Touch Screen and let's get out of this place!"
 * A: Player places Dry Bones.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit.
 * M: ""And that's everything we have for this basic lesson!
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Ghost House Courses Advanced (Lesson 06b)

 * M: "Let's take a look at the course you just played! Here we go. I'm putting on my brave face!"
 * M: "As you can see, Yamamura placed a Trampoline SMM2 Trampoline NSMBU icon.png. Probably because bouncing up so high is a lot of fun!"
 * Y: "Coo. Coo, coo. (Once again you show why you are still the apprentice. The Trampoline is a very useful item for leaping to new, higher locations.)"
 * M: "But if you bounce too high in a ghost house, you'll have to look out for Boos SMM2 Boo NSMBU icon.png."
 * M: "Dry Bones SMM2 Dry Bones NSMBU icon.png will turn back and walk in the opposite direction if it reaches the edge of a platform."
 * Y: "Coo, coo. (Have you noticed that it moves in the same way as a Red Koopa Troopa RedKoopaTroopa.png?)"
 * M: "Oh my. Does that mean the SMM2 Dry Bones NSMBU icon.png are just RedKoopaTroopa.png... that have fallen in combat?!"
 * Y: "Coo, coo? (Well, what did you think happens when Mario jump atop one of his many foes?)"
 * M: "You are so wise in the ways of the world, sensei !"
 * Y: "Coo, coo. (There is still much to teach you, my apprentice.)"
 * cY: "Coo. Coo, coo. (Such as the fact that Mario isn't the only one who can jump on the SMM2 Trampoline NSMBU icon.png. Enemies can also have their fun, so keep this in mind when placing them.)"
 * M: "Looks like we've got some SMM2 Dry Bones NSMBU icon.png over here too. You really went wild with them this time, Yamamura ."
 * Y: "Coo, coo. (While a SMM2 Dry Bones NSMBU icon.png will build itself after being jumped on, you can defeat it for good by hitting a ? Block NSMBU Question Block Render.png it's standing atop.)"
 * Y: "Coo. (Here I've place some coins SMM-NSMBU-Coin.png so the player can grab them while navigating Mario around the SMM2 Boo NSMBU icon.png as Propeller Mario .)"
 * M: "As Propeller Mario, simply jump and then press or  to activate the propeller and cover even more ground."
 * Y: "Coo. (Designing a course that meaningfully incorporates Propeller Mario 's unique ability is the technique of a true master.)"
 * cY: "Coo, coo. (You can build an area that looks impossible to reach at first but contains great riches if the player finds your hidden Propeller Mushroom SMM2 Propeller Mushroom NSMBU icon.png.)"
 * cY: "Coo, coo! (It may take an equally as masterful player to unlock all your course's secrets, but that only makes it more rewarding for the both of you!)"
 * M: "Hmm... But it probably isn't a great idea to create a course you don't have the skills to complete yourself, huh?"
 * cM: "So it's important to be good at playing the game as well as creating courses."
 * Y: "Coo, coo. (The arrangement here is similar to the start of the course, except there's no SMM2 Trampoline NSMBU icon.png this time.)"
 * cY: "Coo, coo, coo. (However, thanks to Propeller Mario NSMBW sprite.png special jump, there's no need for a SMM2 Trampoline NSMBU icon.png.)"
 * cY: "Coo. (This is because the special propeller jump takes Propeller Mario about the same height as the SMM2 Trampoline NSMBU icon.png.)"
 * M: "I see! So there are lots of ways to reach high places, whether it's with a trampoline SMM2 Trampoline NSMBU icon.png or with Propeller Mario NSMBW sprite.png!"
 * cM: "But no matter what tricks of the trade you decide to use, creating courses can be a tricky trade to master!"
 * Y: Coo. Coo. Coo. (Truer words have never been spoken. It takes a keen sense of balance to create a course. You can't simply drop as many course elements as you want.)""
 * cY: "Coo. Coo, coo. (You must consider all aspects. Decide which elements are the focal point, and be careful not to draw attention away from it or to overcomplicate it.)"
 * M: "I guess that goes to show how the individual sections of the course are just as important as the individual elements!"
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Using Tracks Basic (Lesson 07a)

 * M: "This lesson will cover how to use tracks SMM2 Track NSMBU icon.png."
 * cM: "The SMM2 Track NSMBU icon.png is a handy little element that lets you move other elements on a preset path."
 * cM: "To make an element move along a SMM2 Track NSMBU icon.png, simply place whichever element you'd like onto the SMM2 Track NSMBU icon.png and it will stick in place."
 * cM: "To place a SMM2 Track NSMBU icon.png, tap and hold the end of the SMM2 Track NSMBU icon.png and slide in the direction you want it to stretch."
 * Y: "Coo, coo, coo, coo. (You can place SMM2 Track NSMBU icon.png in nice straight lines or in more complicated patterns, as we'll soon see.)"
 * cY: "Coo, coo. (Placing SMM2 Track NSMBU icon.png effectively may look tricky at first, but try it for yourself and see how easy it is.)"
 * M: "Place SMM2 Track NSMBU icon.png following the guide images on the Touch Screen to get a sense of how they work."
 * A: Player places the tracks.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * Y: "Coo, coo. (So far we've already practice placing SMM2 Track NSMBU icon.png, but we haven't yet placed anything on them.)"
 * cY: "Coo! Coo. (But the time has come! You will now get to experience the Lift SMM2 Lift NSMBU icon.png course element.)"
 * M: "A SMM2 Lift NSMBU icon.png can move up, down, left, or right by defeault, but if you place one on a SMM2 Track NSMBU icon.png, it'll move along it instead."
 * cM: "Go ahead and place a SMM2 Lift NSMBU icon.png on the SMM2 Track NSMBU icon.png like you see on the Touch Screen."
 * A: Player places Lifts on Tracks.
 * M: "All right, looking good! Let's hop in and see how it plays"
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * M: "If you tap the end of a SMM2 Track NSMBU icon.png, you can change it between dead end type and the type that will bounce the element back the other direction."
 * Y: "Coo, coo. (If there is no end point on a SMM2 Track NSMBU icon.png, the element attached will simply fall upon reaching the end of the line.)"
 * M: "Try tapping the square end points on either side of the SMM2 Track NSMBU icon.png holding the SMM2 Lift NSMBU icon.png."
 * A: Player touches them.
 * M: "All right, looking good! Let's hop in and see how it plays"
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit and screen moves right a bit.
 * Y: "Coo, coo. Coo... Coo... Coo... (as you can see here, a SMM2 Track NSMBU icon.png can be placed in all directions. Slicing like a samurai's blade.)"
 * M: "Try placing some different course elements on the SMM2 Track NSMBU icon.png on the Touch Screen. Yamamura, I had no idea you could be so poetic!"
 * A: Player places the course elements on the track.
 * M: "All right, looking good! Let's hop in and see how it plays"
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes back to course edit.
 * M: ""And that's everything we have for this basic lesson!
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Using Tracks Advanced (Lesson 07b)

 * M: "That was a pretty tricky one, right? Let's break it down step-by-step."
 * Y: "Coo. Coo. (I started with a curved tracks (curved)SMM2 Track NSMBU icon.png. I hope it didn't confound you too much.)"
 * cY: "Coo, coo. Coo! (To curve a track, simply shake a SMM2 Track NSMBU icon.png. See how quickly it bends to your will!)"
 * M: "Once you've got some (curved)SMM2 Track NSMBU icon.png to work with, there are all kinds of shapes you can build."
 * Y: "Coo, coo. (As you can see, you can put enemies as well as items on SMM2 Track NSMBU icon.png to move them around the course.)"
 * M: " Yamamura, can you tell us a little about placing the Super Mushroom SMM-NSMBU-SuperMushroom.png on the SMM2 Track NSMBU icon.png right here?"
 * Y: "Coo, coo. (As with all things, there is a delicate balance you must strike when placing items on SMM2 Track NSMBU icon.png.)"
 * cY: "Coo, coo. (If the movement of the item is going to be complicated you want the Lift SMM2 Lift NSMBU icon.png to move in a simple manner."
 * cY: "Coo, coo. (And if the Lift SMM2 Lift NSMBU icon.png is going to move in a complicated manner, you want the item's movements to be simple."
 * cY: "Coo. (Or you can make them both fairly simple, as you see here.)"
 * M: "Ohh, I see... Having both the Lift SMM2 Lift NSMBU icon.png and the item move in complicated ways could make the course too doffocult, so you want just one of them to be complicated."
 * Y: "Coo, coo (If something looks too complicated, the player may rely too heavily on Mario's jumping skills ."
 * cY: "Coo, coo. (If Mario simply jumps from one end to the other and grabs the item on they way, the player will miss the point of the course."
 * M: "So, what if I make the item placement and movement so precise the player needs a perfect jump to grab it?"
 * Y: "Coo, coo, coo. (If you make the challenge too precise, even if the player uses the SMM2 Track NSMBU icon.png to grab the item, you'll be the only one who knows the trick.)"
 * M: "But what's it matter, as long as the player is using the SMM2 Track NSMBU icon.png to reach the item?"
 * Y: "Coo? (What good will it do if the player manages to jump the SMM2 Track NSMBU icon.png and grab the item if they don't understand the trick you were going for?)"
 * M: "Well... If the player grabs the item, that means they figured out the timing, right? The player would feel really good for figuring it out!"
 * Y: "Coo, coo. Coo, coo. (Wrong again, my apprentice. With such precise timing required, the chance of the player having actually figured out the timing is very slim."
 * M: "Huh? What do you mean?"
 * Y: "Coo, coo, coo. (Even if the player jumps at the exact right moment, if there is no apparent rhyme or reason for why it worked, it will feel like random jumps.)"
 * M: "And victory by random jumps is a bad thing?"
 * Y: "Coo... Coo. Coo. (Not necessarily... But players are more likely to remember a course if they understand the challenge. Random jumps don't leave much of an impression.)"
 * M: "I guess the point is that players may not always play how you want them to, but if you design your course well enough, it will guide them in the right direction."
 * M: "Now, as we see here, elements you add wings SMM-NSMBU-Wing.png to will travel faster when placed on a SMM2 Track NSMBU icon.png."
 * Y: "Coo. (Placing normal enemies or flying SMM-NSMBU-Wing.png enemies on a SMM2 Track NSMBU icon.png can challenge the player by changing up the timing of Mario's jump .)"
 * Y: "Coo. Coo. (Up until now, our SMM2 Track NSMBU icon.png have been in the air.)"
 * cY: "Coo, coo. (But as you see here, using SMM2 Track NSMBU icon.png in harmony with ground SMM-NSMBU-Ground Block.png can make certain parts of your course a bit more challenging.)"
 * M: "SMM2 Track NSMBU icon.png may be tricky to get a hang of at first, but once you do, you'll find you can use them for so much! There's a surprising amount of depth to them."
 * Y: "Coo, Coo, coo. (You need to be every careful when placing SMM2 Track NSMBU icon.png. If you lose foucs, it's easy to lose sight of your plans, and your SMM2 Track NSMBU icon.png will become a tangled mess.)"
 * Y: "Coo, coo? (Now, see what happens when you combine a flying course element with an open-ended SMM2 Track NSMBU icon.png?"
 * cY: "Coo! (It gives you a real sense of speed to see these elements flying around like that!)"
 * M: "Ohh, and you could also place SMM-NSMBU-Wing.pngSMM2 Lift NSMBU icon.pngSMM-NSMBU-Wing.png on a SMM2 Track NSMBU icon.png, and then you'd jump onto a different SMM-NSMBU-Wing.pngSMM2 Lift NSMBU icon.pngSMM-NSMBU-Wing.png on yet another SMM2 Track NSMBU icon.png... Think of the speeds you could achieve!"
 * Y: "Coo, coo. (If you add too much speed, it will make jumping onto the SMM-NSMBU-Wing.pngSMM2 Lift NSMBU icon.pngSMM-NSMBU-Wing.png too difficult.)"
 * cY: "Coo, coo. Simply attempting to achieve maximum speed is not always the best design decision, so try to maintain a reasonable speed limit.)"
 * Y: "Coo, coo. Coo, coo. (As a final tip, you can also attack a Bill Blaster SMM-NSMBU-BillBlaster.png to a SMM2 Track NSMBU icon.png. These don't usually move, so this can be pretty surprising.)"
 * M: "I feel like I'll be able to do anything once I master these tracks !"
 * Y: "Coo, coo. Coo... coo... (Yes, they truly can make all your dreams come true. Just make sure you don't get... carried away...)"
 * M: "Right! I'll use them sparingly and won't over do it."
 * Y: "Coo...? (Coo...?)"
 * M: "What was that?"
 * Y: "Coo... cooo... (Don't let the tracks... carry you away..."
 * M: "....I'd like the tracks to carry me away from your puns..."
 * cM: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Warping within Courses Basic (Lesson 08a)

 * M: "For our next lesson, we'll take a look at one of the staples of any Mario game: pipes SMM-NSMBU-WarpPipe.png(down)!"
 * Y: "Coo, coo. Coo, coo? (Stay your words of wisdom, my apprentice. Before we divulge the many glories of the SMM-NSMBU-WarpPipe.png(down), do you not think we should first speak of areas?)"
 * M: "(Jeez, what a Dramamura ...) OK, let's talk about areas first."
 * Y: "Coo: coo, coo. (Every course can be divided into two areas: the main area and the sub area .)"
 * cY: "Coo, coo. (You start each course in the main area, which includes the starting point and the goal.)"
 * cY: "Coo, coo! (But if you utilize the sub area, you will virtually double the size of your course!)"
 * M: "And, of course, it's the SMM-NSMBU-WarpPipe.png(down) that serve as the link between these two areas!"
 * cM: "To turn a regular pipe SMM-NSMBU-WarpPipe.png into a SMM-NSMBU-WarpPipe.png(down), simply tap and hold Mario and drag him onto the SMM-NSMBU-WarpPipe.png."
 * cM: "That will connect the main area to the sub area, allowing you to place elements in both."
 * Y: "Coo. (I've prepared a sub area for you ahead of time.)"
 * M: "Drag Mario onto the SMM-NSMBU-WarpPipe.png(down) to move to the sub area ."
 * cM: "Return to the main area once you're finished up in the sub area ."
 * Y: "Coo, coo . (To return to the main area, stand beneath the SMM-NSMBU-WarpPipe.png and jump while holding {{Button|3DS|Padup}.)}"
 * A: Player drags Mario into the pipe. It goes to the subarea. Player plays course. Player leaves by the pipe and returns to the main area.
 * M: "Looks like you've got a hand on these elements!"
 * A: It goes to course edit and screen moves right a bit.
 * M: "But wait--there's more! You can also use the Warp Door SMM2 Warp Door NSMBU icon.png to move the player from one place to another!"
 * Y: "Coo. Coo. (The SMM2 Warp Door NSMBU icon.png work a bit differently than the SMM-NSMBU-WarpPipe.png(down). These are for moving the player to somewhere in the same area.)"
 * M: "SMM2 Warp Door NSMBU icon.png are linked by their matching symbols, so you'll always know which door the player will exit through."
 * Y: "Coo, coo {{Button|3DS|Padup}.(To enter a SMM2 Warp Door NSMBU icon.png, stand in front of it and press {{Button|3DS|Padup}.)"
 * M: "Go ahead and place SMM2 Warp Door NSMBU icon.png in the guide images on the Touch Screen."
 * A: Player places the doors.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a hand on these elements!"
 * A: It goes back to course edit.
 * M: ""And that's everything we have for this basic lesson!
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Warping within Courses Advanced (Lesson 08b)

 * M: "So, let's start by taking a look at this course."
 * M: "Unlike other courses you've played, this one does not start with a power-up item."
 * Y: "Coo, coo. Warp Pipes SMM-NSMBU-WarpPipe.png(down) and Warp Doors SMM2 Warp Door NSMBU icon.png are the stars of this course, so I focused on them.)"
 * cY: "Coo, coo, coo. (But as you see, upon entering the first pipe SMM-NSMBU-WarpPipe.png, you find a Super Mushroom SMM-NSMBU-SuperMushroom.png waiting for you.)"
 * cY: "Coo. Coo. (Also notice that the course theme is different. The main area and sub area can have entirely different course themes if you want.)"
 * cY: "Coo, coo. (And to exit this area, we have a SMM-NSMBU-WarpPipe.png pointing downward.)"
 * cY: "Coo. (I choose the underground theme for the sub area to make it feel like Mario has entered a basement.)"
 * M: "Huh? What's this SMM2 Warp Door NSMBU icon.png doing floating in the air?"
 * Y: "Coo! Coo. Coo. (You should recognize your sensei's trickery by now! That SMM2 Warp Door NSMBU icon.png is one of my many secret techniques Mario must stand on something to use a SMM2 Warp Door NSMBU icon.png."
 * cY: "Coo. (A SMM2 Warp Door NSMBU icon.png hanging in midair like this is inaccessible.)"
 * cY: "Coo. (This allows you to create a one-way door that prevents players going back the way they came.)"
 * M: "This SMM2 Warp Door NSMBU icon.png connected to the previous SMM2 Warp Door NSMBU icon.png, but that one is floating too!"
 * cM: "How do you get through either one?"
 * Y: "Coo. Coo! (Look with your eyes, my apprentice. The Bill Blaster SMM-NSMBU-BillBlaster.png moving along the tracks SMM2 Track NSMBU icon.png will show you the way!)"
 * cY: "Coo, coo. (If you can get atop of that SMM-NSMBU-BillBlaster.png, it will carry you right to the SMM2 Warp Door NSMBU icon.png and you can slip through.)"
 * M: "Ohh, I see! So I can just hop onto the SMM-NSMBU-BillBlaster.png, and once it passes in front of the SMM2 Warp Door NSMBU icon.png, I'm in!"
 * Y: "Coo. Coo. (That is they way. It takes a true master of course creation to see the SMM-NSMBU-BillBlaster.png as just another type of SMM-NSMBU-Ground Block.png or a platform.)"
 * M: "Wow, you're right! Putting one of those on a track is a pretty nuanced move."
 * Y: "Coo. Coo! (A SMM2 Warp Door NSMBU icon.png simply placed on the SMM-NSMBU-Ground Block.png doesn't leave much of an impression. We see that in real life all the time!)"
 * cY: "Coo, coo? It's more interesting for the player if they have to put a bit of thought into reach the SMM-NSMBU-Ground Block.png, don't you think?"
 * M: "I think I'm starting to get it! But making a course that's both easy to play and memorable seems like a fine line to walk..."
 * M: "And here we are at the goal!"
 * cM: "What's this? You get an extra life if you reach the top of the Goal Pole ..."
 * cM: "But it doesn't look like we can reach the top from here. Is it OK to deprive the player of that oppertunity?"
 * Y: "Coo, coo. (You can't reach the top by simply jumping from here, but there is a way to reach the top.)"
 * M: "Oh, don't tell me! I think I got it!"
 * cM: "By placing a trampoline SMM2 Trampoline NSMBU icon.png on the high SMM-NSMBU-Ground Block.png, you can jump off that and reach the top of the Goal Pole, right?"
 * Y: "Coo, coo! You are learning well, my apprentice!)"
 * M: "Oh, but... Where do you find the SMM2 Trampoline NSMBU icon.png?"
 * Y: "Coo... Coo! (Allow me to give you a hint... The SMM2 Trampoline NSMBU icon.png sitting in the last SMM-NSMBU-WarpPipe.png(down) sub area wasn't just for decoration!)"
 * M: "Oh, I get it! You can bounce to the goal from the sub area !"
 * Y: "Coo... (Close...)"
 * cY: "Coo. (You can pick up the SMM2 Trampoline NSMBU icon.png and carry it with you through the SMM-NSMBU-WarpPipe.png(down).)"
 * M: "Oh, yes, you didn't let me finish. I was going to say that!"
 * Y: "Coo... (There in no doubt in my mind...)"
 * M: "No, really! It was right on the tip of my tongue!"
 * cM: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Additional Course Features Basic (Lesson 09a)

 * M: "In this lesson we'll talk about the autoscroll and timer features."
 * M: " Autoscroll is when the course will continue to scroll to the side whether or not Mario is moving. He's gotta keep moving forward! "
 * Y: "Coo, coo. (In autoscroll courses, the player is forced to move at a pace set by the course creator.)"
 * cY: "Coo! (These courses are quite the nail-biters compared to courses that don't use autoscroll .)"
 * cY: "Coo. Coo! (This means they're perfect for making courses that don't give players time to think They must rely on their instincts!)"
 * M: "You can adjust the autoscroll setting by tapping the timer icon. This will open the settings menu!"
 * cM: "There are three autoscroll speeds to choose from, and you can choose different settings for the main area and subarea ."
 * cM: "Go ahead and change it to tortoise autoscroll ."
 * A: Player changes it to the turtle autoscroll.
 * M: "And that's it takes to change the autoscroll speed! Now jump in, give it a play and see it inaction."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes to course edit.
 * M: "Next, we'll explain how to change a course's time limit ."
 * cM: "To do this tap the timer icon again to access the settings."
 * cM: "You can change the time limit by tapping the arrows above and below the clock on the left."
 * Y: "Coo. (The number you choose here will be the course's time limit ."
 * cY: "Coo, coo. (When the timer reaches zero, the player will lose a life.)"
 * cY: "Coo. (A shorter time limit is great for creating a course in which you don't want the player to stop and smell the roses.)"
 * M: "Go ahead and tap the timer icon to change the time limit ."
 * A: Player changes the time limit.
 * M: "And that's everything we have for this basic lesson!"
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Additional Course Features Advanced (Lesson 09b)

 * M: "Let's take a look at the course."
 * M: "These elements spitting out fire are Burners SMM2 Burner NSMBU icon.png, right?"
 * Y: "Coo. Coo, coo. (That they are. Once you place one, tap the arrow in its center to change its direction.)"
 * cY: "Coo, coo. (If you see a Burner with a black flame SMM2 Burner NSMBU icon.png(unlit), that means it spits its fire with opposite timing of a SMM2 Burner NSMBU icon.png.)"
 * cY: "Coo. (To change the timing of the flames, simply shake the SMM2 Burner NSMBU icon.png.)"
 * M: "The SMM2 Burner NSMBU icon.png is pretty simple to work with, isn't it?"
 * Y: "Coo. Coo. (So simple, even an apprentice can use it. Simple course elements like the SMM2 Burner NSMBU icon.png are perfect for autoscroll courses.)"
 * cY: "Coo, coo. Coo? (If placed correctly, they can make a course quite thrilling even without a single enemy. Wouldn't you agree?)"
 * M: "Oh, yes! Placing a lot of enemies can make a course difficult, but with SMM2 Burner NSMBU icon.png, the player needs to really thread the needle to reach the end!"
 * M: "Next, we come to some Donut Blocks SMM2 Donut Block NSMBU icon.png. These will fall if Mario stands on them for too long."
 * Y: "Coo, coo. (Once a SMM2 Donut Block NSMBU icon.png has fallen, another will appear in its place after a little while.)"
 * cY: "Coo, coo. (But as long as you keep jumping while standing atop one, the SMM2 Donut Block NSMBU icon.png won't fall."
 * M: "Phew, this part really got my blood pumping!"
 * Y: "Coo. Coo, coo. (The hallmark of an effective course. Because the SMM2 Donut Block NSMBU icon.png are constantly threatening to fall, you don't have time to stop and catch your breath.)"
 * cY: "Coo, coo. (The SMM2 Donut Block NSMBU icon.png can be very useful for creating those nail-biting, edge-of-your-seat moments.)"
 * cY: "Coo. Coo! (You can also use that fact that SMM2 Donut Block NSMBU icon.png fall to your advantage. It can be pretty fun to jump from them on their way down!"
 * Y: "Coo, coo? Coo. (Now, didn't you notice how the music got faster right around here? That's because the timer reached 100.)"
 * M: "Ohh, so that's why I felt so much added pressure! That really made me worry!"
 * Y: "Coo. (Setting a strict time limit is a good way to add a sense of urgency.)"
 * cY: "Coo, coo. (But this is an autoscroll course, so forcing the player to go fast doesn't make sense.)"
 * Y: "Coo. (You can see here that I built some walls and placed SMM2 Donut Block NSMBU icon.png so the player has to fall down before progressing.)"
 * M: "Realizing you're trapped by walls only to have the floor fall out from under your feet... Don't you think that's just a bit too stressful?"
 * Y: "Coo. Coo. (A true master makes the most of autoscroll . That means pulling out every trick in the book to create a sense of stress and tension.)"
 * M: "But if I remember the three Cs, I can look at everything that through calm eyes and the autoscroll becomes a lot less stressful."
 * Y: "Coo. Coo, coo, coo.... Coo. (Yes. Remaining cool, calm, and collected will help you conquer the autoscroll.... But that's where the SMM2 Donut Block NSMBU icon.png come into play.)"
 * cY: "Coo. Coo, coo. (Keeping calm can help you deal with the autoscroll. But when dealing with SMM2 Donut Block NSMBU icon.png, you won't have the luxury of calm checking things out.)"
 * M: "I knew you were a master course maker, but now I'm realizing you're some master manipulator."
 * cM: "That's all for this advanced lesson."
 * Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"

Sound Effects Basic (Lesson 10a)

 * M: "In this lesson, we'll discuss the sound effects (SFX)."
 * cM: "You can use sound effects to add all sorts of extra sounds to your course. These really give your course that extra spice!"
 * Y: "Coo. (There are those who say sound effects don't really have an effect on the way a course is played.)"
 * cY: "Coo! Coo, coo. (But how wrong they are! Sound effects have many uses, such as calling attention to various parts of your course.)"
 * cY: "Coo. Coo. (There is no "right way" or "wrong way" to use them. Just do your best and try to get creative with them.)"
 * M: "To select a sound effect, first tap the sound-effects frog  SMM Soundfrog Icon 1.png."
 * A: Player taps the frog.
 * M: "The sound-effect icons will appear in the palette ."
 * cM: "You can select sound effects and place them on the course just like any other element."
 * cM: "Go ahead and place the Applause SMM SFX 4.png sound effect in the guide image."
 * A: Player tap the Applause icon and places it.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a handle on these elements!"
 * A: It goes to course edit and screen moves right a bit.
 * M: "But more than placing sound effects on the course itself, you can also place them inside other course elements!"
 * cM: "Try placing these in the guide images: Clatter SMM SFX 2.png, Kick SMM SFX 3.png, and Ding dong SMM SFX 4.png."
 * A: Player places them.
 * M: "All right, looking good! Let's hop in and see how it plays."
 * A: Player plays course.
 * M: "Looks like you've got a hand on these elements!"
 * A: It goes back to course edit.
 * M: "And that's everything we have for this basic lesson!"
 * Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"

Sound Effects Advanced (Lesson 10b)

 * M: "As usual, let's talk about the course you just played through."
 * Y: "Coo. (As sound effect will play just one time when you defeat enemy or break a block SMM NSMBU Brick Block.png it's attached to."
 * cY: "Coo, coo. (But if you place a sound effect in an enemy that can't be defeated, or an unbreakable course element, it can play over and over agian.)"
 * M: "Lots of sound effects can really bring a course to life!"
 * Y: "Coo, coo. (Rather than giving a long explanation, this time I've simply prepared a lot of sound effects to make their uses a bit easier to grasp.)"
 * Y: "Coo, coo, coo. (As you an see, you can set a sound effect to play when the player defeats an enemy--whether with a jump or with a shell GreenShellNSMBW.png--or loses a life."
 * M: "Hmm, those uses all actually serve a purpose!"
 * Y: "Coo. Coo... (Precisely. Although you can use sound effects in any manner you so choose.)"
 * cY: "Coo, coo. (For this section, I used them to add that extra bit of oomph or to point something out.)"
 * Y: "Coo, coo. (If you add them above hazards like holes or Spike Traps SMM2 Spike Trap NSMBU icon.png, they'll play if Mario loses a life there.)"
 * M: "Now that could really add insult to injury!"
 * Y: "Coo, coo. Coo. (Yes, it's quite devious. Matching the perfect sound effects to the right situation can be very effective.)"
 * Y: "Coo. Coo, coo. (A sound effect can also be placed in a Pipe SMM-NSMBU-WarpPipe.png. This way, the sound effects will play every time something emerges from within.)"
 * M: "The ones you've placed here don't have much meaning, do they?"
 * Y: "Coo, coo. Coo. Coo. (You're right--I was just having fun with these. They serve no special purpose. You want to balance using them like this and using them with meaning."
 * cY: "Coo, coo. (But always remember, one of the best things about sound effects is being able to just have fun with where you place them.)"
 * cY: "Coo, coo, coo. (If you wanted, you could even use them to signal that something dangerous is coming out of a SMM-NSMBU-WarpPipe.png, as I did here.)"
 * Y: "Coo. (The Bonus Music SMM SFX 12 Alt.png here becomes quiter the farther away from it Mario moves.)"
 * cY: "Coo. Coo. (There's also more dramatic background music. The Boss Music SMM SFX 12.png sound effect can really spice up a boss fight at the end of your course.)"
 * M: "Changing up the music can really change the mood of the course!"
 * Y: "Coo, coo. (If you place a sound effect on a flying Lift SMM-NSMBU-Wing.pngSMM2 Lift NSMBU icon.pngSMM-NSMBU-Wing.png, it will play when Mario jumps onto it.)"
 * M: "Oh my, it looks like you can really place sound effects anywhere you want!"
 * Y: "Coo. (You can even put them on Mario himself.)"
 * M: "With so many places to put them, I'm afraid I'll have trouble picking the best spots."
 * Y: "Coo, coo. (And even after all that, there will surely still be some spots you would never even consider.)"
 * cY: "Coo. Coo. (Placing sound effects is a matter of trial and error. Try and try again until you find the perfect setup for your course.)"
 * M: "That's all for this advanced lesson."
 * Y: "Coo, coo. Coo. (Not only this lesson, but that's all we have for the tutorials. Thank you for sticking with us the whole way through.)"
 * cY: "Coo, coo. (We have covered a lot of ground, but there are still plenty of fun and interesting disscoveries for you to find on your own.)"
 * cY: "Coo! (Half the fun is figuring those things out for yourself!)"
 * M: "Remember, you can check these lessons out anytime from the Main Menu !"
 * cM: "If you ever get caught up in some tricky course you're making, feel free to pay us another visit."
 * Y: "Coo. (You're also welcome to stop by if you'd simply like to gaze upon my handsome pigeon visage once more.)"
 * M: " Yamamura ! (You may be done with these tutorials, but I still have to work with this bird brain.)"
 * cM: "Anyway, we'll see you around! Have fun out there!"
 * A: It then ends.

Intro

 * M: "Welcome to Super Mario Challenge ! I'll take just a moment to explain this mode."
 * cM: "You'll play through 18 worlds of courses in order."
 * cM: "You can't move on to the next course until you clear the current course."
 * Y: "Coo. Coo... Coo, coo! (A fatal mistake will cost you a life. And we all know what happens when you run out of lives... Game over, man!)"
 * cY: "Coo, coo. (If you lose all your lives and get a game over, you'll have to start over from the first course of the current world.)"
 * M: "Once you've cleared a course, you can replay it anytime you'd like. Just give your old buddy Coursebot  a visit and choose Challenge Courses !"
 * Y: "Coo. Coo! (Don't be deceived by the simplicity of Super Mario Challenge . There's more to completing these courses than reaching the goal!)"
 * cY: "Coo. (There are additional challenges you can fulfill to earn yourself some pretty fancy medals .)"
 * cY: "Coo, coo, coo. (Each course has two different medals, so if you want to be top pigeon around here, you'll need to earn them all!"
 * M: "You can also earn medals by replaying courses via Coursebot ."
 * Y: "Coo, coo, coo. Coo! (And finally, if you aim to be a master course maker, pay attention to the structure of these courses. They're bound to inspire your own creations!)"
 * M: "Ahh, so that's the source of all your power!"
 * afar cM: "Oh, Yamamura ! They're about to show the opening scene! I heard it stars Princes Peach, so let's watch!"
 * Y: "Coo, coo! Coo. Coo! (Yes, let's quiet down and watch! We'll see you again once you've cleared World 1 . Have fun!"
 * A: It shows the standard start up for 100 Mario Challenge, but the Goombas go very far until they reach Bowser in World 18. Mario starts.

W1 to W2

 * M: "All right, you cleared the first world! Way to go!"
 * Y: "Coo, coo. (As a reward, you have been granted permission to use the Bridge SMM2 Bridge NSMBU icon.png and the Lakitu SMM2 Lakitu NSMBU icon.png course elements."
 * M: "Each time you clear a world, you'll get some more course elements to use in course creation ."
 * Y: "Coo, coo. (New course elements can open up a whole new world of course variety, so be sure to try them out.)"
 * M: "And keep playing to get even more elements to use!"
 * Y: "Coo. (The key point of World 1 was to get you familiar with the basic controls.)"
 * cY: "Coo! Coo, coo. (But things ramp up from here! In World 2 you'll find some underwater courses, and some where you'll need to dash to make it in time.)"
 * cY: "Coo, coo, coo . Coo! (To dash , simply hold down while moving with . Mario can get moving pretty fast!"
 * M: "See you after the next world!"

W2 to W3

 * M: "Another world down! You made it look easy!"
 * Y: "Coo, coo, coo. Coo... (The course element you got, Rocky Wrench SMM2 Rocky Wrench NSMBU icon.png, is a treacherous fiend. If you place in on ground SMM-NSMBU-Ground Block.png or Hard Blocks SMM NSMBU Hard Block.png...)"
 * cY: "...coo, coo! (...it will hide in the SMM-NSMBU-Ground Block.png or SMM NSMBU Hard Block.png and attack Mario with deadly wrenches WrenchPMSS.png!)"
 * cY: "Coo, coo. (You can't defeat a WrenchPMSS.png by jumping atop it, but will eventually disappear.)"
 * M: "But don't limit these enemies to the ground . They also make pretty good guards in the Airship course theme !"
 * cM: "Before we go, how about a bit of SMM2 Rocky Wrench NSMBU icon.png? Mario can actually stand on top of their manhole covers!... Are you listening Yamamura ?"
 * Y: "Coo! Coo. (Hello! I'd like to place an order for my usual pigeon-sized bucket of edamame.)"
 * M: "(You can order edamame over the phone now...? And how did he dial in the first place?)"
 * cM: "Well, anyway, we'll see you again after the next world!"

W3 to W4

 * M: "Another day, another world! Way to go on clearing this one!"
 * cM: "If you have some time, I'd like to take a moment to explain a few details about Mario's various moves."
 * cM: "As you know, there are four game styles in total. Some moves are only available in certain game styles ."
 * Y: "Coo, coo. Coo, coo, coo. Coo... (That's correct, my apprentice. For example, in the Super Mario Bros. style, Mario can't carry shells GreenShellNSMBW.png. However..."
 * cY: "...coo, coo! (...in other game styles, Mario is a shell-carrying machine!)"
 * cY: "Coo, coo. Coo. Coo! (This isn't the only difference between game styles, of course. But as you play through the courses, you'll pick upon them in on time."
 * cY: "Coo, coo, coo. (Now, in World 4, power-up items specific to each game style will appear.)"
 * cY: "Coo, coo. (When you get to World 4-4  there's one important you'll need to know if you want to make it through.)"
 * cY: "Coo, coo. Coo / coo. (In the New Super Mario Bros. U game style, Mario can do a fancy little spin to get even more distance out of his jump. Simply press / in midair.)"
 * cY: "Coo, coo! (This course is designed with that ability in mind, so make sure you pull it off if you want to clear it!)"
 * cY: "Coo, coo. (If you're not sure how to use a certain move, you can always check out the manual NSMBU Question Block Render.png.)"
 * M: "You can view the manual by selecting NSMBU Question Block Render.png from the Main Menu ."
 * cM: "Not to brag, but I'm also the guide for the NSMBU Question Block Render.png. So whether you're in the game or the manual, you'll always find at least one friendly face!"
 * Y: "Coo... Coo, coo? (I'm also in the manual... Mary are you implying my face isn't friendly?)"
 * M: "Of course not, Yamamura . Just that you tend to have a, um... a better poker face than me!"
 * Y: "C-c-coo... Coo. Coo? (Hm-hm-hm... A true master plays his cards to the chest. Can you tell me what I'm thinking right now?)"
 * M: "Oh, not at all! (As if he's even thinking about anything other than making courses and munching on premium edamame...)"
 * cM: "Anyway, we'll check in with you again after the next world!"

W4 to W5

 * M: "Congratulations on clearing another world!"
 * Y: "Coooo... (Nnngh...)"
 * M: " Yamamura, are those tears in your eyes?! What's wrong?!"
 * Y: "Coo... (I was starting so intently at the screen, I forgot to blink...)"
 * M: "Wow, that's some pretty masterful concentration... You take a moment to just blink, and I'll start explaining the new course elements."
 * cM: "So, you just got the Fire Piranha Plant SMM2 Fire Piranha Plant NSMBU icon.png. To place it, simply shake the Piranha Plant SMM-NSMBU-Piranha Plant.png, and presto change-o!"
 * Y: "Coo. (Mushroom Platforms SMM2 Mushroom Platform NSMBU icon.png have many similar features to the Semi-Solid Platforms SMM NSMBU Overworld SSPlatform1.png.)"
 * cY: "Coo, coo. (You can pass through them from the bottom or sides, but not from the top.)"
 * M: "And by shaking the SMM2 Mushroom Platform NSMBU icon.png, you can change its color! Nothing liven up a course more than a splash of color!"
 * Y: "Coo, coo! Coo! (Next time, on Super Mario Challenge ! I hope your skills in shells GreenShellNSMBW.png carrying are up to par!"
 * cY: "C-c-coo... Coo, coo... (Hm-hm-hm... If you feel like you need more practice carrying them, you're sure to get plenty in World 5 ..."
 * M: "(Jeez, that was a bit ominious...) We'll see you after you finish up the next world!"

W5 to W6

 * M: "All right, another world cleared! Way to go!"
 * cM: "Now, about your new course elements... As the name suggest, the Hidden Block SMM2 Hidden Block NSMBU icon.png will be invisible until Mario hits it."
 * Y: "Coo, coo. Coo! (They're good for hiding useful items, like 1-Up Mushrooms SMM-NSMBU-1UP.png and Super Mushroom SMM-NSMBU-SuperMushroom.png. Finding such well-hidden items can really make your day!)"
 * M: "Hmm... But if I place a SMM2 Hidden Block NSMBU icon.png in a spot a player will jump to when avoiding a hole..."
 * Y: "Coo! C-c-coo, coo! ("They'll hit the block and fall right into my trap! Mwahaha, I'm an evil genius and I want to buy Yamamura premium edamame!")"
 * cY: "Coo. Coo! (That's what you were thinking. Admit it!)"
 * M: "No, you got it all wrong! (The edamame part, anyway...)"
 * Y: "Coo. Coo. (Dastardly traps such as those are the mark of a true or kind master course maker. People playing you course may appreciate a nicer approach.)"
 * M: "Hmph... Fine..."
 * Y: "Coo. Coo! ( World 6 will put your acrobatic skills to the test. The use of a trampoline is coming up!)"
 * cY: "Coo, coo coo. Coo! (To land a perfect jump, you must press  with just the right timing while on a trampoline SMM2 Trampoline NSMBU icon.png. And be sure to stick the landing.)"
 * M: "See you after the next world!"

W6 to W7

 * M: "Congratulations! You cleared another world!"
 * Y: "Coo... Coo, coo? (That course element you just received... You're familiar with the Spike Top SMM2 Spike Top NSMBU icon.png, correct?)"
 * cY: "Coo, coo. (Unlike the Spinies SMM2 Spiny NSMBU icon.png and Buzzy Beetles SMM2 Buzzy Beetle NSMBU icon.png, these like to patrol the edges of ground SMM-NSMBU-Ground Block.png and blocks SMM NSMBU Brick Block.png."
 * cY: "Coo, coo, coo. (A SMM2 Spike Top NSMBU icon.png can't be defeated by jumping atop it, so to bounce off the top of one without being hurt, do a spin jump .)"
 * M: "So that means if you use a spin jump, you can use the SMM2 Spike Top NSMBU icon.png like a spring board?"
 * Y: "Coo, coo. Coo. (Correct, my apprentice. You can also use this clever spin jump technique on enemies like SMM2 Spiny NSMBU icon.png and Piranha Plants SMM-NSMBU-Piranha Plant.png."
 * M: " World 7 will challenge you with a course that requires the use of Buzzy Mario W9-6 SMM3DS.png."
 * Y: "Coo. Coo! ( Mario becomes W9-6 SMM3DS.png by wearing a Buzzy Beetle shell SMM2 Buzzy Beetle Shell NSMBU icon.png like a helmet. Quite ingenious!)"
 * M: "Hit a SMM2 Buzzy Beetle Shell NSMBU icon.png from below or press while holding a SMM2 Buzzy Beetle Shell NSMBU icon.png to equip it."
 * Y: "Coo, coo, coo. Coo... (The helmet will protect W9-6 SMM3DS.png from weapons hurled by enemies and even more treacherous hazards, such as fire breath. Also...)"
 * cY: "...coo! (...he'll be able to shatter SMM NSMBU Brick Block.png even as Small Mario SmallMariostandingNSMB.png!)"
 * cY: "Coo, coo. (You'll need this technique to complete some upcoming courses, so be sure to get the hang of it.)"
 * cY: "Coo, coo. Coo, coo. (Aside from that, you'll be meeting some Chain Chomps SMM2 Chain Chomp NSMBU icon.png in World 7 . So, here's one last piece of advice.)"
 * cY: "Coo, coo. (The SMM2 Chain Chomp NSMBU icon.png chains don't hurt Mario, so you only need to worry about that fearsome, chomping head.)"
 * M: "And that's a wrap for this world! See you in the next one!"

W7 to W8

 * M: ""
 * cM: ""
 * cM: ""
 * Y: ""
 * M: ""
 * Y: ""
 * cY: ""
 * M: ""
 * Y: ""
 * M: ""
 * cM: ""

Bob-omb:

Brick Block:

Arrow Signs:

Pipe:

W8 to W9
Coin:

POW Block:

Ground:

W9 to W10
Boo Buddies:

Trampoline:

Sideways Trampoline: SMB's

Boo:

Ground:

Brick Block:

Stretch:

Yoshi:

Goomba Shoe:

W10 to W11
Ice Blocks:

W11 to W12
Mucher:

Fire Flower:

Super Star:

Goomba Shoe:

gust: no image

Yoshi:

W12 to W13
P Warp Door:

P-Switch:

White-dotted P Warp Door: (dotted)

W13 to W14
Cannon:

Ground:

W14 to W15
Koopa Clown Car:

W15 to W16
Conveyor Belt:

W16 to W17
Spiny Shell:

Spiny Mario: SMM or with Yoshi. Neither are just Spiny Mario's head.

Grinder:

Bumper:

Lava Lift:

Fast Lava Lift:

W17 to W18
Skewer:

Ending
Key:

Key Door:

Brick Block:

Edamame: No actual just Edamame image

Letter reference

 * M: ""
 * cM: ""
 * Y: ""
 * cY: ""
 * A:

Codes and files (for editing purposes)

 * Text = Red text in game
 * Text == Orange text in game
 * Text == Blue text in game; use only if what's blue doesn't have a page whatsoever or when not wanting to link to the page (again)
 * File:NSMBU Question Block Render.png NSMBU Question Block Render.png


 * For more images: see Gallery:Super Mario Maker. It may not have all, but will provide some.