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.)"

images
Green Cheep Cheep:

Red Cheep Cheep:

Green Koopa Troopa:

Red Koopa Troopa:

Blooper:

Underwater Ground:

Spike Trap:

Semi-Solid Platforms:

Bill Blaster:

Bullet Bill:

Goomba:

Fire Bar:

Hammer Bro.:

Hammer: (Closest I could find)

Checkpoint Flag:

Propeller Mushroom:

Propeller Mario: Is actually just the head. And it is this kind of head that is the same head.

Coin:

? Block:

Boo:

Dry Bones:

Trampoline:

Track:

Lift:

Curve Track: Use regular Track

Super Mushroom:

Wings:

Ground:

Pipe/Warp Pipe: note that there is a Warp Pipe image with a down symbol. In the notes here, I will put down when it has down, but when done, it will be without the note.

Warp Door:

Nothing in lesson 9a

Burner: There is also an unlit burner image, but not on the wiki.

Donut Blocks:

Sound-effects frog:

Applause:

Clatter:

Kick:

Ding dong:

Brick Block:

Bonus Music:

Boss Music:

Flying Lift: Lift with wings.

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.