Impossible Pack

The Impossible Pack is the tenth and final downloadable course pack for the Coin Rush mode of New Super Mario Bros. 2, released along with the Mystery Adventures Pack on December 20, 2012. The difficulty rating is labeled "DANGER!" (the official website lists the difficulty as five stars) and the icon depicts Dry Bowser's emblem on a red and black-striped background. The courses are centered around challenging the player, even more so than the Nerve-Wrack Pack. Unlike any other courses in the game, there are no coins in any of the courses in this pack; players can only earn coins based upon the time remaining at the end of each stage, hence the 100 coin target. The courses also contain no power-ups; if the player has the Gold Flower in their inventory at the start, they cannot use it at any point. Additionally, at the beginning of each stage is a green + Clock barred by several blocks, which only disappear when not playing as White Raccoon Mario.

Course 1
The first portion of the course is a beach-themed area. The course begins with an underwater segment with several Spiny Cheep-Cheeps and a Porcupuffer. Afterward, there are two whirlpools with a Cheep Chomp.

Through the pipe at the end is a sky level. The player traverses by standing on a rotating platform, that moves depending on where Mario is positioned. Crowbers attempt to attack him. After the Checkpoint Flag, there are pipes which drop Bob-ombs onto the platform. After this is a pair of Lakitus which drop Spinies. The pipe leading to the next area is a distance away from where the platform stops.

The next section is another beach area, with several Hammer Bros. and a pair of Chain Chomps before the Goal Pole.

Enemies

 * Porcupuffers
 * Spiny Cheep Cheeps
 * Cheep Chomps
 * Lakitus
 * Spinies
 * Crowbers
 * Bob-ombs
 * Hammer Bros.
 * Chain Chomps

Course 2
The second course is a tower-themed level with several Fire Bars. The course begins with the player having to go downward, while avoiding Spike Tops and Fire Bars. The next area features several rotating block platforms, some with Firebars, followed by a wall jumping segment leading to the Checkpoint Flag; Firebars again serve as obstacles, as well as a Fire Chomp.

The next section of the course is accessible by wall jumping up after the Checkpoint Flag. This area features several rotating platforms and Firebars. Normal platforms feature Spike Tops. The player must climb up the rotating platforms after reaching the end of the room. Several Firebars are placed before the Goal Pole.

Enemies

 * Flame Chomps
 * Spike Tops
 * Fire Bars

Course 3
The third level is a castle-themed area, with Poisoned Water below that raises and lowers every so often. The course begins with an area consisting of several Jump Blocks and Rocket Engines. This is followed by more Jump Blocks with Grinders and several Dry Bones on some of the blocks. After the Checkpoint Flag is a conveyer belt, moving opposite the player, with a pair of Rocket Engines and some Dry Bones. Another conveyer follows this, with a Big Bone Piranha Plant on it. Before the pipe leading to the end of the level, there are several Fire Bros. standing on platforms with spikes.

Enemies

 * Dry Bones
 * Big Bone Piranha Plants
 * Fire Bros.
 * Rocket Engines
 * Grinders
 * Spikes