This is the work space of Yoshi the Space Station Manager. If you are not him, please don't edit. Please, no talk page on here. If you have any complaints, do it on User talk:Yoshi the SSM page.


Active


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

World 2

World 3

World 4

World 5

World 6


World Star

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.

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

{{italic title|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.

Yamamura's Lessons

Learning the Basics (Lesson 00)

  • Yamamura: "Coo! Coo, coo. (Let's us dive right in! First, I'll teach you how to create a course from start to finish.)"
  • Mary: "Please, Yamamura--wait a moment!"
  • Yamamura: "Coo? (What's the matter?)"
  • Mary: "There's an order of operations here. Have you forgotten? The first lesson can't be creating a course from start to finish!"
  • Yamamura: "...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.)"
  • Mary: "Oh, Yamamura... Please try to focus! Every new player needs to learn these things."
  • continued Mary: "Now, let's start from the start. I'll go over the basics of how to create a course."
  • Yamamura: "Coo, coo! (Mary, please go over the basics of how to make a course!)"
  • Mary: "(Coo...) The screen you're currently in is the course creator."
  • continued Mary: "The course elements are shown as icons at the top of the screen. We call this the palette."
  • continued Mary: "You can choose whatever course elements you want from the palette."
  • continued Mary: "First, we'll go over placing course elements."
  • continued Mary: "To place a course elements, select the one you want from the palette and then touch the spot where you want to place it."
  • Yamamura: Coo. "(Keep in mind that there is a limit to the amount of elements you can place in a course.)"
  • Mary: "For now, go ahead and select the ? Block   from the palette and place some in the guide images you see there on the Touch Screen."
  • Action: Player touches   then places them in the three spots.
  • Mary: "And it's just that simple! That's really all there is to placing course elements."
  • Yamamura: "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.)"
  • continued Yamamura: "Coo, coo. (By switching between these two modes, you can place elements in your course and then immediately jump in to test them out.)"
  • Yamamura: "Coo, coo! (And repeating this process of building and testing, you'll gradually build your course and play test it all in one go!)"
  • Yamamura: "Coo, coo. Coo. (So, let's jump in and see how the course plays. Simply tap the Play icon <play icon> to give it a shot.)"
  • Action: Player touches it and plays the course.
  • Mary: "Looks like you've got a handle on these elements!"
  • continued Mary: "If something didn't work quite as well as you expected, you'll need to hop back in and tweak the elements."
  • continued Mary: "Great! Ok, now tap the Edit icon <edit icon> to return to course creation mode."
  • Action: Player touches it and it goes to it.
  • Mary: "Next, let's talk about how you can Erase course elements"
  • continued Mary: "Just give Mr. Eraser   a tap to activate Erase Mode, and he'll be glad to wash away all of your indis creations."
  • continued Mary: "Once Erase Mode is active, simply tap the   to erase them."
  • Action: Player ereases the three ? Blocks.
  • Mary: "And that's it! Deleting elements is just as simple as placing them!"
  • continued Mary: "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."
  • continued Mary: "Simply give Undodog   a tap, and your last action will be undone!"
  • continued Mary: "So, go ahead and tap  . The   that you just deleted using Erase mode should reappear."
  • Action: Player taps it and the ? Blocks come back.
  • Mary: "This is a useful technique if you accidentally place or delete something, so be sure to keep it in mind for the future."
  • Yamamura: "Coo. (I shall biw divulge the awesome power of the Reset Rocket. <Reset Rocket image needed>"
  • Mary: " The <Reset Rocket image needed>?! 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."
  • Yamamura: "Coo... coo... coo... (Let's take a look at a more lively course so you can witness... and understand.... its true power.)"
  • Action: Screen shifts to a more lively screen.
  • Mary: "Tap and hold the <Reset Rocket image needed> to erase all course elements, and in one fell swoop..."
  • continued Mary: "...the course will revert to its original state, leaving just the start and goal ground  ."
  • continued Mary: "OK...I'm a little nervous, but go ahead and tap and hold <Reset Rocket image needed>."
  • Action: Player taps and holds it and it does its function.
  • Mary: "Is... Is it over...? Everything disappeared, right? Phew, I couldn't bring myself to look!"
  • continued Mary: "The last part of this lesson will cover a very useful function."
  • continued Mary: "By pressing   or  , you can cycle through Multi-Grab and Copy Modes."
  • continued Mary: "The mode will switch each time you press   or  .
  • Yamamura: "Coo. (These features are real time savers when you want to move or erase multiple elements at one time.)"
  • Mary: "That's right, Yamamura. And that's all we have to teach in this lesson!"
  • continued Mary: "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!"
  • continued Mary: "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."
  • Yamamura: "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)

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

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

Course Structure Advance (Lesson 01b)

  • Mary: "OK, now let's talk about the course you just played. Yamamura made it himself, you know!"
  • Yamamura: "Coo, coo. (I placed the coins   here so you'd be able to collect them with a single jumpwhile also advancing through the stage.)"
  • Mary: "One of the universal truths of any Mario game is that you collect 100 coins  , you'll get an extra life."
  • Yamamura: "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?"
  • continued Yamamura: "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.)"
  • Mary: "Yamamura, I don't live in a nest..."
  • Yamamura: "Coo, coo. (If you place a   above a block  , the player will be able to collect the   by hitting the   from below.)"
  • Mary: "So you don't have to go through the hassle of jumping up on to the  ? What a time saver!"
  • Yamamura: "Coo, coo. (But there maybe something hidden inside the  , my lazy apprentice. Something potentially treacherous.)"
  • Mary: "Yamamura, would you lay a trap for me?! Well, surprises are part of the fun! I'll bash them all!"
  • Yamamura: "Coo. Coo, coo. (It is my duty to make sure my apprentice is prepared for every situation. Now let's move on.)"
  • continued Yamamura: "Coo. Coo, coo! (You can create entire courses using just ground  . And when combined with other elements, you can make some truly amazing environments!)"
  • Mary: "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   took me forever!"
  • Yamamura: "Coo, coo? Coo. (Ah, so you noticed? I made it difficult on purpose.)"
  • continued Yamamura: "Coo. (You must jump the exact height of three course elements to escape the cave.)"
  • continued Yamamura: "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!)"
  • continued Yamamura: "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!)"
  • Mary: "This enemy here is called a Piranha Plant  . They can't move or chase Mario, but it'll still hurt if you touch one!"
  • Yamamura: "Coo. (  are best used as stationary obstacles as you see here.)"
  • continued Yamamura: "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...)"
  • Mary: "Say, Yamamura... Do you think the Piranha Plant   could actually be considered a plant?"
  • Yamamura: "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?!"
  • Mary: "People-eating plants?! Yamamura, I'm not even getting hazard pay for these lessons!"
  • continued Mary: "That's all for this advanced lesson."
  • Yamamura: "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)

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

  • Mary: "We'll take a look at each section of the course."
  • continued Mary: "As you can see, Yamamura varied the elements by placing Blocks   as well as Hard Blocks  ."
  • Yamamura: "Coo, coo? (Mary, can you tell me the difference between   and  ?)"
  • Mary: "Of course! Super Mario can break  , but   are just too hard for him."
  • Yamamura: "Coo! Coo. (That's right! That's why you want to use   in places where breaking the ground would make it impossible to complete the course.)"
  • Mary: "Yamamura, that gives me a great course idea!"
  • continued Mary: "How cool would it be to make a course which the player gets trapped by  , and the only way out is to transform into Super Mario and break out?!"
  • Yamamura: "Coo, coo. (That would be pretty coo, but there's one thing you need to keep in mind.)"
  • continued Yamamura: "Coo, coo. (When Super Mario takes damage, he turns back into Small Mario.)"
  • continued Yamamura: "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.)"
  • continued Yamamura: "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!"
  • Mary: "Now let's take a look at the Fire Flower   power-up item. It's been placed right here."
  • continued Mary: "If Mario grabs the  , he'll turn into Fire Mario. This lets him shoot fireballs at enemies!"
  • Yamamura: "Coo. (Fireballs are powerful projectiles that can take enemies out from a distance.)"
  • continued Yamamura: "Coo. (You can help the player out by placing them right before enemies that must be defeated from a distance.)"
  • Mary: "Next, we'll take a look at the Super Star  . It's been placed right here. Did you see it on your way through?"
  • continued Mary: "If Mario grabs a  , he'll become invincible for a short amount of time. He'll be able to defeat enemies just by running into them!"
  • Yamamura: "Coo, coo. (Invincibility is a much-sought-after power, but the   is one power-up item that can be difficult to incorporate in your course.)"
  • continued Yamamura: "Coo, coo. (No matter how you arrange the other course elements, this item will allow the player to rush through the course unhindered.)"
  • continued Yamamura: "Coo, coo. (If that happened, it could throw off the balance of your course and ruin its fun.)"
  • Mary: "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."
  • Yamamura: "Coo. Coo. Coo, coo. (Exactly. Treat the   like edamame. If they litter your course, the player will get pretty bored of them after a little while.)"
  • Mary: "Hmm... And here I was thinking it would be so cool to have a course full of   so the player could have a good time bashing through all the enemies."
  • continued Mary: "But I guess it's back to the drawing board! You really have to consider   placement carefully, huh?"
  • Mary: "10-Coin Blocks, ? Blocks  , and   have been placed here, all of which have Coins   hiding inside."
  • continued Mary: "You need to hit 10-Coin Blocks repeatededly to collect all the   inside."
  • continued Mary: "Speaking of, the faster you hit one, the more   you'll get out of it!"
  • Yamamura: "Coo. Coo. (Trying to collect all the   from 10-Coin Block will surely slow the player's progress. Use this desire to collect all shiny objects to force an impossible choice.)"
  • continued Yamamura: "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...)"
  • continued Yamamura: "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   is for the player to decide.)"
  • Mary: "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..."
  • Yamamura: "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  .)"
  • continued Yamamura: "Coo. (The oversized Goomba   that was for you at the end of the stage is known as a Big Goomba.)"
  • continued Yamamura: "Coo. (You can create a Big Goomba by placing a Super Mushroom   on a  .)"
  • Mary: "Oh, but, Yamamura... We're explaing how to place enemies inside a  , right?"
  • continued Mary: "Wouldn't have been better to put a normal-sized   inside the   for this lesson?"
  • Yamamura: "Coo... (Well, I could have used a normal  . But...)"
  • continued Yamamura: "...coo, coo, coo? (...you were surprised to see such a large enemy appear from nowhere, weren't you?)"
  • Mary: "I was surprised, but I was also pretty delighted!"
  • Yamamura: "Coo? Coo?! (Surprised as well as delighted? By the sight of a monstrously huge Goomba?!)"
  • Mary: "A Goomba that large just means there's more to cuddle!"
  • Yamamura: "Coooo... Coo... Coo. Coo. (Ahem... Well... I placed a Big Goomba because I wanted you to react like that. A normal   popping out of the   wouldn't have been as surprising.)"
  • continued Yamamura: Coo... (Thinking up new and interesting ways to surprise or delight the player...)
  • continued Yamamura: "...coo! (...is as important to creating courses as giving Mario ground to stand on!)"
  • Mary: "Oh, I see! Wow, Yamamura, I feel like I've learned something really valuable today!"
  • continued Mary: "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!"
  • continued Mary: "That's all for this advanced lesson."
  • Yamamura: "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)

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

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

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

  • Mary: "OK, you know the drill! Let's take a look at the course you just played."
  • Mary: "To start, you'll notice a Blooper   placed here at the beginning."
  • Yamamura: "Coo, coo. (In the previous lesson we talked about the   moves, but now we'll talk about how it moves in relation to the ground  ."
  • continued Yamamura: "Coo. (It can be exciting for the player if a   chases Mario into a tight spot.)"
  • continued Yamamura: "Coo. Coo! But Mario has a lot of space to swim around underwater. This can make a   chase in open water just as exciting!)"
  • Mary: "Yamamura, is it true that Small Mario can avoid a   entirely simply by standing on the ground   while underwater?"
  • Yamamura: "Coo, coo! (Mary, don't give away the Blooper's secrets like that!)"
  • Mary: "Huh? What?! Secrets?! Oh, uh, no, I mean... I'm just tidying up these spare coins! Ho-hum, la la la... *whistle* Aha-ha..."
  • Yamamura: "Coooo... Coo. (Ahem... Let's move on to the next subject.)"
  • Mary: "Right! In this next part, we've got some Spike Traps   set up. There aren't too many   this time around, so they're easier to deal with."
  • Yamamura: "Coo. Coo, coo. (Many   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.)"
  • Mary: "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."
  • Yamamura: "Coo, coo! (By spreading the elements out like this, you can make your underwater courses feel like the wide-open sea!"
  • Yamamura: "Coo. (Some of the Semi-Solid Platform   is hidden by the   here, so it looks like a cave wall.)"
  • Mary: "Ohh, that's pretty neat! Since you can pass through the sides and bottom of the  , you make it look like a cool background!"
  • continued Mary: "But figuring out the different ways to use them to their full potential seems pretty hard."
  • Yamamura: "Coo, coo. (If your course looks appealing, it will make people more excited to play through it.)"
  • Mary: "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."
  • Yamamura: "Coo, coo, coo. (Now, as you can see here, a treacherous Bill Blaster   has been placed underwater.)"
  • continued Yamamura: "Coo, coo. (While underwater, the player will swim forward while avoiding enemies coming from all sides.)"
  • continued Yamamura: "Coo. (A sort of obstacle couse swarming with Bullet Bills   may be ideal for this kind of play style.)"
  • Mary: "But remember,   move slower while underwater!"
  • Yamamura: "Coo. (It's simple hydrodynamics.)"
  • continued Yamamura: "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.)"
  • continued Yamamura: "Coo, coo. (If you can strike balance between underwater movement and gameplay, your course will be a champion of underwater courses the world over.)"
  • Mary: "Last but not least, we'll talk about my little Goomba   buddies hanging out by the goal here."
  • continued Mary: "Ohh, look at the little   with their legs kicking around like that!"
  • Yamamura: "Coo, coo. Coo! (Unlike on dry land,   move underwater in a way that's much more difficult to predict. This makes them vicious foes you simply cannot ignore!)"
  • continued Yamamura: "Coo, coo, coo. (So while enemies do move slowly underwater, you also get enemies with special movements, like  .)"
  • continued Yamamura: "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.)"
  • Mary: "Say, Yamamura, are you any good in the water?"
  • Yamamura: "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.)"
  • continued Yamamura: "Coo. (Maybe you would like to join me for a nice soak and some edamame.)"
  • Mary: "Well, I don't think I would quite fit in a bird bath..."
  • continued Mary: "But if the weather is nice, maybe a trip to the beach is in order!"
  • Mary: "That's all for this advanced lesson."
  • Yamamura: "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)

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

  • Mary: "Were you surprised by how that course ended? Let's take a look at how it was made!"
  • Yamamura: "Coo, coo, coo. (I've changed the angles, spin directions, and length of the Fire Bars here at the start.)"
  • continued Yamamura: "Coo, coo. (To change the spin direction, simply tap the arrow in the center of the block.)"
  • continued Yamamura: "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.)"
  • Mary: "Changing even just these few settings can make your course look really unique!"
  • Yamamura: "Coo, coo. Coo, coo. (Changing an aspect of the   even just a little can affect the difficulty of the entire course, so be sure to test it out to make sure it works.)"
  • Mary: "And now we come to our first Hammer Bro  !"
  • Yamamura: "Coo, coo. Coo, coo. (As their name suggests, Hammer Bros. attack with volleys of hammers  . Their range can keep you at a distance, so they make good gatekeepers.)"
  • continued Yamamura: "Coo, coo, coo. (  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.)"
  • Mary: "Here we have a new course element to show you. This is a Checkpoint Flag  ."
  • continued Mary: "If you touch a  , you'll return to the course from that point if you lose a life. These have saved me more times than I can count!"
  • Yamamura: "Coo. (A   is a kindness players will always appreciate. Especially if you're making a particualarly long or difficult course!"
  • continued Yamamura: "Coo, coo. Coo! (A rule I live by personally is to touch every   I see, whether I think I'll need it or not. Accidents happen!)"
  • Mary: "So what was your reason for placing a   here?"
  • Yamamura: "Coo, coo. Coo. (If the player makes a mistake and loses a life beyond this point, it means facing that fearsome   yet again. That can be quite discouraging.)"
  • continued Yamamura: "Coo. (Placing a   after a difficult enemy is reassuring to the player and can provide a sense of security.)"
  • Mary: "Hmm, I suppose having to take out the same tough enemy over and over again would get pretty tiresome..."
  • Yamamura: "Coo. Coo! (Always consider the best palce to put a   to make things a bit easier for the players. If only I could put a   before eating a big bowl of edamame.)"
  • Mary: "The four   here have all had their angles and lengths adjusted."
  • Yamamura: "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.)"
  • Mary: "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."
  • Yamamura: "Coo, coo. (If you place   with different angles and lengths like you see here, it can make the timing more challenging to get down.)"
  • Mary: "I could never quite get   placement down, but I think I've learned a thing or tow after this lesson! Seeing these spinning gives me an idea."
  • Yamamura: "Coo. (Using elements indifferent ways and placing one in just the perfect spot can be a truly beautiful thing.)"
  • continued Yamamura: "Coo, coo! (If a great idea for a course pops into your head, make sure to write it down right away!)"
  • continued Yamamura: "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.)"
  • Mary: "That's all for this advanced lesson."
  • Yamamura: "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)

  • Mary: "We'll use this time to talk about the game style specific power-up items."
  • Yamamura: "Coo. (The New Super Mario Bros. U game style features the Propeller Mushroom   power-up item.)"
  • continued Yamamura: "Coo, coo. (If you place this element and then change to another game style, the   will change to the new game style.)"
  • Mary: "But in this lesson, we'll just focus on the  ."
  • continued Mary: "Grabbing the Propeller Mushroom   will change Mario into Propeller Mario."
  • Yamamura: "Coo  , coo  . Coo. (Press   or   as   to take to the skies like a majestic pigeon. This will allow him to reach platforms or coins   that are otherwise out of reach.)"
  • continued Yamamura: "Coo, coo. (You can place   wherever you'd like, but they're most often found inside ? Blocks  ."
  • Mary: "Place a   in the guide image on the Touch Screen so you can reach the coins   and platform."
  • Action: Player places a Propeller Mushroom inside a ? Block.
  • Mary: "All right, looking good! Let's hop in and see how it plays."
  • Action: Player plays course.
  • Mary: "Looks like you've got a handle on these elements!"
  • Action: It goes back to course edit and screen moves right a bit.
  • Mary: "(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  ! (...Eeep...)"
  • continued Mary: "Mario will take damage if he touches  , and they can't be jumped on or defeated with fireballs. They're like undying little monsters! Please keep them away from me..."
  • Yamamura: "Coo, coo, coo. Coo, coo. (Don't worry, Mary--   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.)"
  • Mary: "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.)"
  • Yamamura: "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.)"
  • Mary: "Quit trying to scare me, Yamamura! I'm just going to move on with the lesson."
  • continued Mary: "Place a   in the guide image on the Touch Screen, but please make it quick..."
  • Action: Player places the Boos.
  • Mary: "All right, looking good! Let's hop in and see how it plays."
  • Action: Player plays course.
  • Mary: "Looks like you've got a handle on these elements!"
  • Action: It goes back to course edit and screen moves right a bit.
  • Mary: "Phew, it's over... Ok... So now we'll talk about... Dry Bones  ?! Someone get me out of this house of horrors!"
  • Yamamura: "Coo, coo. Coo! (Jumping atop a   will collapse its feeble bones, but it's just playing possum. After a short while it will pull itself back together and continue on!"
  • continued Yamamura: "Coo. (The   is another enemy that can't be defeated with fireballs.)"
  • Mary: "They're... They're just a... A pile of bones! Conventional weapons are useless! Not even fireballs are effective!"
  • Yamamura: "Coo. Coo, coo. (That's right. But a   and   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.)"
  • Mary: "Jeez...   and   Sure are suited to these spooky castle and ghost house course themes, huh?"
  • Yamamura: "Coo, coo. (Your course will certainly look and feel better if you match the enemies to the theme, so choose your enemies carefully.)"
  • Mary: "Place a Dry Bones   in the guide image on the Touch Screen and let's get out of this place!"
  • Action: Player places Dry Bones.
  • Mary: "All right, looking good! Let's hop in and see how it plays."
  • Action: Player plays course.
  • Mary: "Looks like you've got a handle on these elements!"
  • Action: It goes back to course edit.
  • Mary: ""And that's everything we have for this basic lesson!
  • Yamamura: "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)

  • Mary: "Let's take a look at the course you just played! Here we go. I'm putting on my brave face!"
  • Mary: "As you can see, Yamamura placed a Trampoline  . Probably because bouncing up so high is a lot of fun!"
  • Yamamura: "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.)"
  • Mary: "But if you bounce too high in a ghost house, you'll have to look out for Boos  ."
  • Mary: "Dry Bones   will turn back and walk in the opposite direction if it reaches the edge of a platform."
  • Yamamura: "Coo, coo. (Have you noticed that it moves in the same way as a Red Koopa Troopa  ?)"
  • Mary: "Oh my. Does that mean the   are just  ... that have fallen in combat?!"
  • Yamamura: "Coo, coo? (Well, what did you think happens when Mario jump atop one of his many foes?)"
  • Mary: "You are so wise in the ways of the world, sensei!"
  • Yamamura: "Coo, coo. (There is still much to teach you, my apprentice.)"
  • continued Yamamura: "Coo. Coo, coo. (Such as the fact that Mario isn't the only one who can jump on the  . Enemies can also have their fun, so keep this in mind when placing them.)"
  • Mary: "Looks like we've got some   over here too. You really went wild with them this time, Yamamura."
  • Yamamura: "Coo, coo. (While a   will build itself after being jumped on, you can defeat it for good by hitting a ? Block   it's standing atop.)"
  • Yamamura: "Coo. (Here I've place some coins   so the player can grab them while navigating Mario around the   as Propeller Mario.)"
  • Mary: "As Propeller Mario, simply jump and then press   or   to activate the propeller and cover even more ground."
  • Yamamura: "Coo. (Designing a course that meaningfully incorporates Propeller Mario's unique ability is the technique of a true master.)"
  • continued Yamamura: "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  .)"
  • continued Yamamura: "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!)"
  • Mary: "Hmm... But it probably isn't a great idea to create a course you don't have the skills to complete yourself, huh?"
  • continued Mary: "So it's important to be good at playing the game as well as creating courses."
  • Yamamura: "Coo, coo. (The arrangement here is similar to the start of the course, except there's no   this time.)"
  • continued Yamamura: "Coo, coo, coo. (However, thanks to   special jump, there's no need for a  .)"
  • continued Yamamura: "Coo. (This is because the special propeller jump takes Propeller Mario about the same height as the  .)"
  • Mary: "I see! So there are lots of ways to reach high places, whether it's with a trampoline   or with  !"
  • continued Mary: "But no matter what tricks of the trade you decide to use, creating courses can be a tricky trade to master!"
  • Yamamura: 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.)""
  • continued Yamamura: "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.)"
  • Mary: "I guess that goes to show how the individual sections of the course are just as important as the individual elements!"
  • Yamamura: "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)

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

  • Mary: "That was a pretty tricky one, right? Let's break it down step-by-step."
  • Yamamura: "Coo. Coo. (I started with a curved tracks (curved) . I hope it didn't confound you too much.)"
  • continued Yamamura: "Coo, coo. Coo! (To curve a track, simply shake a  . See how quickly it bends to your will!)"
  • Mary: "Once you've got some (curved)  to work with, there are all kinds of shapes you can build."
  • Yamamura: "Coo, coo. (As you can see, you can put enemies as well as items on   to move them around the course.)"
  • Mary: "Yamamura, can you tell us a little about placing the Super Mushroom   on the   right here?"
  • Yamamura: "Coo, coo. (As with all things, there is a delicate balance you must strike when placing items on  .)"
  • continued Yamamura: "Coo, coo. (If the movement of the item is going to be complicated you want the Lift   to move in a simple manner."
  • continued Yamamura: "Coo, coo. (And if the Lift   is going to move in a complicated manner, you want the item's movements to be simple."
  • continued Yamamura: "Coo. (Or you can make them both fairly simple, as you see here.)"
  • Mary: "Ohh, I see... Having both the Lift   and the item move in complicated ways could make the course too doffocult, so you want just one of them to be complicated."
  • Yamamura: "Coo, coo (If something looks too complicated, the player may rely too heavily on Mario's jumping skills."
  • continued Yamamura: "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."
  • Mary: "So, what if I make the item placement and movement so precise the player needs a perfect jump to grab it?"
  • Yamamura: "Coo, coo, coo. (If you make the challenge too precise, even if the player uses the   to grab the item, you'll be the only one who knows the trick.)"
  • Mary: "But what's it matter, as long as the player is using the   to reach the item?"
  • Yamamura: "Coo? (What good will it do if the player manages to jump the   and grab the item if they don't understand the trick you were going for?)"
  • Mary: "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!"
  • Yamamura: "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."
  • Mary: "Huh? What do you mean?"
  • Yamamura: "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.)"
  • Mary: "And victory by random jumps is a bad thing?"
  • Yamamura: "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.)"
  • Mary: "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."
  • Mary: "Now, as we see here, elements you add wings   to will travel faster when placed on a  ."
  • Yamamura: "Coo. (Placing normal enemies or flying   enemies on a   can challenge the player by changing up the timing of Mario's jump.)"
  • Yamamura: "Coo. Coo. (Up until now, our   have been in the air.)"
  • continued Yamamura: "Coo, coo. (But as you see here, using   in harmony with ground   can make certain parts of your course a bit more challenging.)"
  • Mary: "  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."
  • Yamamura: "Coo, Coo, coo. (You need to be every careful when placing  . If you lose foucs, it's easy to lose sight of your plans, and your   will become a tangled mess.)"
  • Yamamura: "Coo, coo? (Now, see what happens when you combine a flying course element with an open-ended  ?"
  • continued Yamamura: "Coo! (It gives you a real sense of speed to see these elements flying around like that!)"
  • Mary: "Ohh, and you could also place     on a  , and then you'd jump onto a different     on yet another  ... Think of the speeds you could achieve!"
  • Yamamura: "Coo, coo. (If you add too much speed, it will make jumping onto the     too difficult.)"
  • continued Yamamura: "Coo, coo. Simply attempting to achieve maximum speed is not always the best design decision, so try to maintain a reasonable speed limit.)"
  • Yamamura: "Coo, coo. Coo, coo. (As a final tip, you can also attack a Bill Blaster   to a  . These don't usually move, so this can be pretty surprising.)"
  • Mary: "I feel like I'll be able to do anything once I master these tracks!"
  • Yamamura: "Coo, coo. Coo... coo... (Yes, they truly can make all your dreams come true. Just make sure you don't get... carried away...)"
  • Mary: "Right! I'll use them sparingly and won't over do it."
  • Yamamura: "Coo...? (Coo...?)"
  • Mary: "What was that?"
  • Yamamura: "Coo... cooo... (Don't let the tracks... carry you away..."
  • Mary: "....I'd like the tracks to carry me away from your puns..."
  • continued Mary: "That's all for this advanced lesson."
  • Yamamura: "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)

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

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

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

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

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

  • Mary: "As usual, let's talk about the course you just played through."
  • Yamamura: "Coo. (As sound effect will play just one time when you defeat enemy or break a block   it's attached to."
  • continued Yamamura: "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.)"
  • Mary: "Lots of sound effects can really bring a course to life!"
  • Yamamura: "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.)"
  • Yamamura: "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  --or loses a life."
  • Mary: "Hmm, those uses all actually serve a purpose!"
  • Yamamura: "Coo. Coo... (Precisely. Although you can use sound effects in any manner you so choose.)"
  • continued Yamamura: "Coo, coo. (For this section, I used them to add that extra bit of oomph or to point something out.)"
  • Yamamura: "Coo, coo. (If you add them above hazards like holes or Spike Traps  , they'll play if Mario loses a life there.)"
  • Mary: "Now that could really add insult to injury!"
  • Yamamura: "Coo, coo. Coo. (Yes, it's quite devious. Matching the perfect sound effects to the right situation can be very effective.)"
  • Yamamura: "Coo. Coo, coo. (A sound effect can also be placed in a Pipe  . This way, the sound effects will play every time something emerges from within.)"
  • Mary: "The ones you've placed here don't have much meaning, do they?"
  • Yamamura: "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."
  • continued Yamamura: "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.)"
  • continued Yamamura: "Coo, coo, coo. (If you wanted, you could even use them to signal that something dangerous is coming out of a  , as I did here.)"
  • Yamamura: "Coo. (The Bonus Music   here becomes quiter the farther away from it Mario moves.)"
  • continued Yamamura: "Coo. Coo. (There's also more dramatic background music. The Boss Music   sound effect can really spice up a boss fight at the end of your course.)"
  • Mary: "Changing up the music can really change the mood of the course!"
  • Yamamura: "Coo, coo. (If you place a sound effect on a flying Lift    , it will play when Mario jumps onto it.)"
  • Mary: "Oh my, it looks like you can really place sound effects anywhere you want!"
  • Yamamura: "Coo. (You can even put them on Mario himself.)"
  • Mary: "With so many places to put them, I'm afraid I'll have trouble picking the best spots."
  • Yamamura: "Coo, coo. (And even after all that, there will surely still be some spots you would never even consider.)"
  • continued Yamamura: "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.)"
  • Mary: "That's all for this advanced lesson."
  • Yamamura: "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.)"
  • continued Yamamura: "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.)"
  • continued Yamamura: "Coo! (Half the fun is figuring those things out for yourself!)"
  • Mary: "Remember, you can check these lessons out anytime from the Main Menu!"
  • continued Mary: "If you ever get caught up in some tricky course you're making, feel free to pay us another visit."
  • Yamamura: "Coo. (You're also welcome to stop by if you'd simply like to gaze upon my handsome pigeon visage once more.)"
  • Mary: "Yamamura! (You may be done with these tutorials, but I still have to work with this bird brain.)"
  • continued Mary: "Anyway, we'll see you around! Have fun out there!"
  • Action: It then ends.

Super Mario Challenge

Intro

  • Mary: "Welcome to Super Mario Challenge! I'll take just a moment to explain this mode."
  • continued Mary: "You'll play through 18 worlds of courses in order."
  • continued Mary: "You can't move on to the next course until you clear the current course."
  • Yamamura: "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!)"
  • continued Yamamura: "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.)"
  • Mary: "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!"
  • Yamamura: "Coo. Coo! (Don't be deceived by the simplicity of Super Mario Challenge. There's more to completing these courses than reaching the goal!)"
  • continued Yamamura: "Coo. (There are additional challenges you can fulfill to earn yourself some pretty fancy medals.)"
  • continued Yamamura: "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!"
  • Mary: "You can also earn medals by replaying courses via Coursebot."
  • Yamamura: "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!)"
  • Mary: "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!"
  • Yamamura: "Coo, coo! Coo. Coo! (Yes, let's quiet down and watch! We'll see you again once you've cleared World 1. Have fun!"
  • Action: 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

  • Mary: "All right, you cleared the first world! Way to go!"
  • Yamamura: "Coo, coo. (As a reward, you have been granted permission to use the Bridge   and the Lakitu   course elements."
  • Mary: "Each time you clear a world, you'll get some more course elements to use in course creation."
  • Yamamura: "Coo, coo. (New course elements can open up a whole new world of course variety, so be sure to try them out.)"
  • Mary: "And keep playing to get even more elements to use!"
  • Yamamura: "Coo. (The key point of World 1 was to get you familiar with the basic controls.)"
  • continued Yamamura: "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.)"
  • continued Yamamura: "Coo, coo  , coo  . Coo! (To dash, simply hold down   while moving with  . Mario can get moving pretty fast!"
  • Mary: "See you after the next world!"

W2 to W3

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

W3 to W4

  • Mary: "Another day, another world! Way to go on clearing this one!"
  • continued Mary: "If you have some time, I'd like to take a moment to explain a few details about Mario's various moves."
  • continued Mary: "As you know, there are four game styles in total. Some moves are only available in certain game styles."
  • Yamamura: "Coo, coo. Coo, coo, coo. Coo... (That's correct, my apprentice. For example, in the Super Mario Bros. style, Mario can't carry shells  . However..."
  • continued Yamamura: "...coo, coo! (...in other game styles, Mario is a shell-carrying machine!)"
  • continued Yamamura: "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."
  • continued Yamamura: "Coo, coo, coo. (Now, in World 4, power-up items specific to each game style will appear.)"
  • continued Yamamura: "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.)"
  • continued Yamamura: "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.)"
  • continued Yamamura: "Coo, coo! (This course is designed with that ability in mind, so make sure you pull it off if you want to clear it!)"
  • continued Yamamura: "Coo, coo. (If you're not sure how to use a certain move, you can always check out the manual  .)"
  • Mary: "You can view the manual by selecting   from the Main Menu."
  • continued Mary: "Not to brag, but I'm also the guide for the  . So whether you're in the game or the manual, you'll always find at least one friendly face!"
  • Yamamura: "Coo... Coo, coo? (I'm also in the manual... Mary are you implying my face isn't friendly?)"
  • Mary: "Of course not, Yamamura. Just that you tend to have a, um... a better poker face than me!"
  • Yamamura: "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?)"
  • Mary: "Oh, not at all! (As if he's even thinking about anything other than making courses and munching on premium edamame...)"
  • continued Mary: "Anyway, we'll check in with you again after the next world!"

W4 to W5

  • Mary: "Congratulations on clearing another world!"
  • Yamamura: "Coooo... (Nnngh...)"
  • Mary: "Yamamura, are those tears in your eyes?! What's wrong?!"
  • Yamamura: "Coo... (I was starting so intently at the screen, I forgot to blink...)"
  • Mary: "Wow, that's some pretty masterful concentration... You take a moment to just blink, and I'll start explaining the new course elements."
  • continued Mary: "So, you just got the Fire Piranha Plant  . To place it, simply shake the Piranha Plant  , and presto change-o!"
  • Yamamura: "Coo. (Mushroom Platforms   have many similar features to the Semi-Solid Platforms  .)"
  • continued Yamamura: "Coo, coo. (You can pass through them from the bottom or sides, but not from the top.)"
  • Mary: "And by shaking the  , you can change its color! Nothing liven up a course more than a splash of color!"
  • Yamamura: "Coo, coo! Coo! (Next time, on Super Mario Challenge! I hope your skills in shells   carrying are up to par!"
  • continued Yamamura: "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..."
  • Mary: "(Jeez, that was a bit ominious...) We'll see you after you finish up the next world!"

W5 to W6

  • Mary: "All right, another world cleared! Way to go!"
  • continued Mary: "Now, about your new course elements... As the name suggest, the Hidden Block   will be invisible until Mario hits it."
  • Yamamura: "Coo, coo. Coo! (They're good for hiding useful items, like 1-Up Mushrooms   and Super Mushroom  . Finding such well-hidden items can really make your day!)"
  • Mary: "Hmm... But if I place a   in a spot a player will jump to when avoiding a hole..."
  • Yamamura: "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!")"
  • continued Yamamura: "Coo. Coo! (That's what you were thinking. Admit it!)"
  • Mary: "No, you got it all wrong! (The edamame part, anyway...)"
  • Yamamura: "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.)"
  • Mary: "Hmph... Fine..."
  • Yamamura: "Coo. Coo! (World 6 will put your acrobatic skills to the test. The use of a trampoline is coming up!)"
  • continued Yamamura: "Coo, coo   coo. Coo! (To land a perfect jump, you must press   with just the right timing while on a trampoline  . And be sure to stick the landing.)"
  • Mary: "See you after the next world!"

W6 to W7

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

W7 to W8

  • Mary: "Congratulations on clearing another world! How did you like it?"
  • continued Mary: "So, about that Bob-omb   course element you just got... If Mario jumps onto one, it turns into a pretty dangerous Lit Bob-omb  ."
  • continued Mary: "But if you give the   a good shake during course creation, it will turn into a   that you can place!"
  • Yamamura: "Coo, coo. (All blocks   within the blast radius will be destroyed, so there are some pretty clever ways to use them in your courses.)"
  • Mary: "Hmm... I wonder how you could put these Arrow Signs   to a use..."
  • Yamamura: "Coo, coo, coo, coo. (Well, my apprentice, you could use them to show players they can enter a Pipe   or to show the main route through a course.)"
  • continued Yamamura: "Coo, coo. (To change the direction the   points, simply tap its center.)"
  • Mary: "That reminds me, Yamaura. Thank you for the souvenir you bought me from your latest trip."
  • Yamamura: "Coo. Coo. Coo, coo. (My pleasure. It was good to get away and stretch my wings for a bit. Not to mention, the train ride was very relaxing.)"
  • Mary: "So you took the train? I guess that makes sense... I certainly wouldn't want to sprint to my next vacation spot!"
  • continued Mary: "Anyway, we'll see you in the next world!"

W8 to W9

  • Mary: "Congratulations on clearing another world!"
  • continued Mary: "That course in World 8 sure had a lot of coins   to grab, huh? There were almost too many to grab them all."
  • continued Mary: "It was like a coinucopia!"
  • Yamamura: "Coo. Coo. (The road onward is still a long one. You would be wise to stock upon some extra lives when those kinds of situations present themselves.)"
  • Mary: "(Yamaura sure did become pretty serious just now...)"
  • Mary: "Anyway, your new course element, the POW Block  , is one of the more iconic items from the Mario game series."
  • Yamamura: "Coo, coo, coo... (If you hit a   from below, throw it, or hit it with a shell  ..."
  • continued Yamamura: "...coo, coo. (...all on-screen enemies on the ground will be defeated, and all floating coins   will fall to the ground  .)"
  • continued Yamamura: "Coo, coo, coo. Coo. (And naturally, Mario can stand atop a  . This means it can be used to reach other locations.)"
  • Mary: "Hmm, I see... So using it for something other than bashing can be a good way to add some secrets to the course!"
  • continued Mary: "That's it for this world! See you next time!"

W9 to W10

  • Mary: "All right, another world down! You're really knocking the mout!"
  • continued Mary: "Yamaura, there you are! You're all dusty -- what have you been getting into?"
  • Yamamura: "Coo. (I was just taking care of some tidying up.)"
  • Mary: "I have noticed you like to keep things awfully clean."
  • Yamamura: "Coo. Coo... (Cleaning is not unlike creating a course. The sense of satisfaction and completion you get for a job well done...)"
  • Mary: "Whether you're making a course or cleaning up, it all just takes a bit of elbow grease!"
  • continued Mary: "So, the course elements you just got! First, the...(Eep...) The Boo Buddies  ... You can place them by giving a Boo a good shake."
  • continued Mary: "And if you shake a trampoline  , it will become a sideways trampoline  ."
  • Yamamura: "Coo, coo, coo. (If you place a   on some sort of terrain, such as ground   or a block  , it will become an enemy known as Stretch  .)"
  • continued Yamamura: "Coo, coo. Coo. (You can't jump on   to defeat them and their movements are difficult to predict. This can make them quite the nuisance.)"
  • continued Yamamura: "Coo, coo, coo. (In World 10, you'll have to ride Yoshi   or more excitingly, a Shoe Goomba's   shoe to complete some of the courses."
  • continued Yamamura: "Coo: coo, coo  , coo, coo! (Pro tip: if you're riding in the flying Shoe Goomba's   shoe, you can press and hold  , the jump button, to float in the air for a moment!)"
  • Mary: "And you can always press   or   to get out of the   shoe or to hop off  ."
  • continued Mary: "That's it for now! We'll see you in the next world!"

W10 to W11

  • Mary: "Congratulations on another world cleared!"
  • continued Mary: "The Ice Block   you just got will make Mario slip and slide all over the when he walks on them."
  • Yamamura: "Coo, coo. (They're pretty difficult to navigate, so they are the perfect element for creating a tricky course.)"
  • continued Yamamura: "Coo, coo? (It could be quite fun trying to slide your way through a slippery Mario course, don't you think?"
  • continued Yamamura: "CooOOoo! (BrrRRrr!)"
  • Mary: "Oh, Yamaura, are you cold?"
  • Yamamura: "Coo, coo... coo. (With all these Ice Blocks around, it's become just a bit too... coo-l.)"
  • Mary: "(I walked right into that one...) Just...be sure to bundle up..."
  • Yamamura: "Co-co-coo..."
  • Mary: "Well, we'll see you after the next world!"

W11 to W12

  • Mary: "All right, that's another world down!"
  • continued Mary: "Hmm? Oh, I think Yamamura is running a little late again... I wonder where he could be this time."
  • Yamamura: "Coo. Coo. (Sorry I'm late, I had to meet an electrician at my next to have some work done.)"
  • Mary: "(Electrical work in a nest...?) Well, I guess even pigeons can get pretty busy at times..."
  • continued Mary: "Anyway, let's talk about the newest course elements."
  • Yamamura: "Coo, coo. Coo. Coo... (Ah, I see you got the Muncher  . It can't be defeated by jumping atop it...)"
  • continued Yamamura: "...coo, coo. Coo, coo, coo! (or with a fireball, meaning the powerful Fire Flower   is no help. Even more concerning, it can't be destoyed with a Super Star  , either!)"
  • continued Yamamura: "Coo, coo. (In fact, it is no exaggeration to claim that these are the toughest enemies in the entire Mario game series.)"
  • continued Yamamura: "Coo. Coo. (But do not despair when you see them in a course. There is a way to defeat these fearsome foes.)"
  • continued Yamamura: "Coo, coo. Coo. (While wearing a Big Shoe Goomba's   shoe, Mario can perform a ground pound. This creates a gust (gust image needed) that attacks in both directions.)"
  • continued Yamamura: "Coo. (The mighty (gust image needed) is the only attack powerful enough to defeat the wicked  .)"
  • continued Yamamura: "Coo, coo. (But even if you can't defeat  , remember that   or a Shoe Goomba's   shoe can walk safely atop them.)"
  • Mary: "Ohh, I see! So you could make a puzzle! If you create a course with   as an obstacle and leave   or a   lying around, you can leave it up to the player to figure out!"
  • continued Mary: "That's it for now. See you next world!"

W12 to W13

  • Yamamura: "Coo! (Congratulations on clearing this world!)"
  • Mary: "Hey, that's my line!"
  • Yamamura: "Coo. Coo. Coo? (I thought I'd give it a shot. I wanted to try it at least once. Would you like to try one of my lines?)"
  • Mary: "Po po, po po. Po! (??? ???, ??? ???. ???!)"
  • Yamamura: "Coo. Coo, coo. Coo, coo! Coo. (Your pronunciation is all wrong. It's "coo", not "po." Anyway, let's talk about the new course element, the P Warp Door  .)"
  • continued Yamamura: "Coo. Coo. (  is a door that only appears only while a P Switch   is active. One is activated by jumping a top it.)"
  • continued Yamamura: "Coo, coo, coo. Coo. (If you can't find a   on the course, search for the white dotted outline of a door  (dotted). This is a tell tale sign that there's a   in that location.)"
  • continued Yamamura: "Coo. (Think of the   as a key that unlocks the  .)"
  • continued Yamamura: "Coo. (This makes the   a great element to include in a puzzle-heavy course.)"
  • continued Yamamura: "Coo: coo, coo. Coo! (Just remember: if you place down a  , don't forget to also place the  . A door without a key doesn't help anyone!)"
  • Mary: "That's it for this world. We'll see you in the next one!"

W13 to W14

  • Mary: "Congratulations on yet another world clear!"
  • continued Mary: "Yamamura, your feathers are looking particularly well preened today!"
  • Yamamura: "Coo. Coo. (I'm glad you noticed. I've been trying a new shampoo lately.)"
  • Mary: "It smells just lovely! Maybe I'll try it out. (As long as it isn't a pigeon-only shampoo...)"
  • Yamamura: "Coo, coo. Coo. (So, the latest course element is the Cannon  . When you place it, it must be on some ground   or next to a Hard Block.)"
  • continued Yamamura: "Coo. (You can change the direction of the  .)"
  • continued Yamamura: "Coo. Coo! (You can also place   on a wall or ceiling. This means they can fire in all directions!)"
  • continued Yamamura: "Coo, coo. (No matter what it's attached to, simply tap the   to change the direction it will fire.)"
  • Mary: "The   is a great course element to include in the Airship or Castle course themes!"
  • continued Mary: "That's all we have for now. See you next time!"

W14 to W15

  • Mary: "Congratulations on clearing another world!"
  • Yamamura: "Zzzz... Co-co-co-cooooo... Zz-zzz... Co-co-co-cooooo... *drool*"
  • Mary: "Yamamura! Are you sleeping?!"
  • Yamamura: "Coo?! Coo, coo! (Wha--?! No, I wouldn't dream of napping on the job!)"
  • continued Yamamura: "Coo... coo... coo! (I was meerly... deep in concentration... Please do not interrupt your sensei's intense thought process!)"
  • Mary: "I know we've been through a lot of these worlds by now, but please try to remain professional, Yamamura."
  • continued Mary: "Would you like to say anything about the new course elements?"
  • Yamamura: "Coo, coo. (Unless the course features autoscroll you can always go backward in a course.)"
  • continued Yamamura: "Coo, coo. (So if you're making a course and there's a spot you don't want players to be able to get back to, a One-Way Wall can be a useful trick.)"
  • continued Yamamura: "Coo, coo, coo! Coo, coo, coo. (now as far as the Koopa Clown Car   goes, more than just Mario can be placed inside! Enemies, coins   -- all sorts of elements can go for a ride.)"
  • Mary: "(Yamamura's not being his usual dramatic self... He must be pretty tired.)"
  • continued Mary: "We'll see you in the next world. After I get some caffine into this old bird!"

W15 to W16

  • Mary: "Congratulations on another world cleared!"
  • Yamamura: "Coo, coo... Coo. (Mary, I must confess... All this edameme I've been eating has put me out of shape.)"
  • Mary: "Why do you say that? You don't look any different than you usually do."
  • Yamamura: "Coo. (I have a pigeon race coming up, and my flight speed has drastically declined since we've started the challenge worlds.)"
  • Mary: "Hmm... Well, have you tried running the wrong way on a Conveyor Belt  ?"
  • Yamamura: "Coo, coo. (Running is a good idea, but going the wrong way on a   sounds too tiring.)"
  • Mary: "We humans do it all the time! You just need to put your mind to it, Yamamura!"
  • continued Mary: "Maybe explaining how the   works will put you in the mood."
  • Yamamura: "Coo. (Simply shake a   to change its speed.)"
  • continued Yamamura: "Coo, coo. (And if you tap the arrow icon on the  , you'll change it's direction.)"
  • continued Yamamura: "Coo, Coo. (If you boost the speed of a  , it will become so fast Mario must dash to make more progress moving forward."
  • continued Yamamura: "Coo, coo. Coo. (So by changing it speed, you can make it easier or more harder for Mario to move through the course. Or just place enemies on it...)"
  • continued Yamamura: "Coo. (It really can add quite a bit of variation to your courses!)"
  • Mary: "Ohh, I see! Just throwing in some   can really add some extra depth to your course!"
  • continued Mary: "Sounds good, Yamamura! See you after the next world!"

W16 to W17

  • Mary: "All right, another world down! The finish line is within sight!"
  • Yamamura: "Coo, coo, coo. (The element you just got, the [[Spiny Shell (red)|Spiny Shell)  , can be placed in a course by shaking a Spiny  .)"
  • continued Yamamura: "Coo, coo  , coo. (To become Spiny Mario  , jump into a   from below or press   while holding a  .)"
  • continued Yamamura: "Coo, coo. (To place a Grinder  , simply give a Bumper   a good shake.)"
  • continued Yamamura: "Coo, coo. Coo. (  are like big rubber rings. They're pretty bouncy, so Mario will bounce off upon touching them. Clearing them requires carefully timing jumps.)"
  • continued Yamamura: "Coo, coo  , coo. (To do a high jump off a  , you need to press   with just the right timing as you land on one.)"
  • continued Yamamura: "Coo: Coo. Coo! (But be warned: Enemies aren't affected by  . They'll pass straight though.)"
  • continued Yamamura: "Coo. (Lava Lifts   are lifts that start moving once Mario gets on.)"
  • continued Yamamura: "Coo, coo? Coo! Coo, coo! (Seems pretty standard, right? Wrong! Before long a   will start to fall apart, bringing Mario's joy ride to a halt!)"
  • continued Yamamura: "Coo, coo. Coo. (Shake a   to turn it into a Fast Lava Lift  .)"
  • continued Yamamura: "Coo, coo, coo. (Unlike  ,   don't fall, so you can travel a lot farther on them.)"
  • Mary: "I mean to ask, Yamamura... How's your diet going?"
  • Yamamura: "Coo! Coo! (Very well! I'm on one of the most popular diet plans! *munch munch*)"
  • Mary: "But you're eating more edameme than usual! You're even eating some right now!"
  • Yamamura: "Coo! Coo! Coo! Coo! (I can eat as much as I want while I workout! Ten wing flaps! Ten head bobs! Ten statue squats!)"
  • Mary: "(I think he needs to rethink this exercise plan...)"
  • continued Mary: "Anyway, we'll see you in the next world!"

W17 to W18

  • Mary: "Congratulations on clearing that world! How'd you like it?"
  • Yamamura: "Coo. Coo. (The course element you just got is the Skewer  . It extends at regular intervals.)"
  • continued Yamamura: "Coo, coo. (  are pretty large course elements, so they can be useful if you want to keep Mario cornered.)"
  • continued Yamamura: "Coo, coo. (The   can make short work of Mario, but enemies can't be damaged by them.)"
  • Mary: "Hey, this is it! Up next is the final world!"
  • Yamamura: "Coo. (The final world will put to test every skill you've learned up until now.)"
  • continued Yamamura: "Coo, coo. (If you remember all I've taught you, I am confident you can rise to the challenge.)"
  • Mary: "We'll see you again once you've cleared the final world. Good luck!"

Ending

  • Mary: "Congratulations on clearing that final world! Wow, you really made it this far!"
  • Yamamura: "Coo, coo! (Yes, congratulations!)"
  • continued Yamamura: "Coo. Coo. (Those new course elements are the Key   and the Key Door  . I'll explain a bit about them."
  • continued Yamamura: "Coo, coo. (As the name suggest, you need a   to open a  .)"
  • continued Yamamura: "Coo. (You can create a tricky puzzle course by hiding a   and making the player find it.)"
  • Mary: "You could hide a   pretty much anywhere, like inside blocks  ."
  • continued Mary: "Hmmm, is there anything else we should tell people to look out for when using  ?"
  • Yamamura: "Coo! Coo coo. Coo. (There certainly is! For one, be careful where you hide the  . If you put it in a place players can't reach, they won't be able to complete the course.)"
  • continued Yamamura: "Coo. Coo? (Imagine you hide the   on a wandering enemy. What if it wanders to a place Mario can't get to?)"
  • continued Yamamura: "Coo! (The player won't be able to get the   and will surely rage quit your course!)"
  • Mary: "Ohh, that's a good tip... Is there anything else?"
  • Yamamura: "Coo. Coo, coo. (A   can be used just once. It disappears upon opening a  , so be sure to place one   for each  .)"
  • continued Yamamura: "Coo, coo! (If there aren't enough   to open all the  , the player will be unable to progress and may spend the rest of the time searching for the last Key!)"
  • Mary: "I see! So, even if you can't find good hiding places for all of them..."
  • continued Mary: "...always be sure to include one   for every  !"
  • Yamamura: "Coo, coo. (Now that you've completed the last world and rescued Princess Peach, it will be nice to take a short breather.)"
  • continued Yamamura: "Coo, Coo! Coo (By creating courses, that is! Remember all I've taught you about elements you got from Super Mario Challenge, and make me proud.)"
  • Mary: "It's been a pleasure guiding you through these worlds. See you again soon!"
  • Yamamura: "Coo, coo! (So long for now, my newest apprentice!)"
  • Action: Mario walks to Peach.
  • Peach: "Thank you, Mario. You're my hero."
  • Action: Credits roll. After the credits, a "TO BE CONTINUED..." appears.

Conditional

Condition: If the player doesn't use Assist Items (before Mario rescues Peach)

  • Yamamura: "Coo, coo. Coo! (For completing Super Mario Challenge without using a single Assist Item I hearby present you with this:  . It's premium!)"

After credits (a)

  • Yamamura: "Coo, coo, coo... Coo, coo! (Hm-hm-hm... You've done well, my apprentice, but you still have a long way to go... I have taught you everything you know, but not everything I know!)"
  • continued Yamamura: "Coo, coo. (There lies beyond these 18 worlds a 19th world, hidden from all except those masterful enough to reach its shores.)"
  • continued Yamamura: "Coo? Coo! (Have you figured out how to access it yet? You must collect at least 40 medals before your visage will be blessed by its magnificent radiance.)"
  • Mary: "(There he goes again, being a total Dramamura...) Once you've collected enough medals, you can play these hidden courses in Challenge Course via Coursebot."
  • Yamamura: "Coo, coo, coo. (These courses are pretty touch, but if you're brave enough to conquer them all, you'll get the last few course elements.)"
  • Mary: "If you find yourself short on medals, you can always replay some courses via Coursebot to clean up the last few."
  • Yamamura: "Coo! Coo. (And don't forget about the Yamamura lessons! They're always available for review in case you need a refresher.)"
  • Mary: "Well, that's just about it! Yamamura and I are going to grab some edamame, so feel free to keep enjoying the game while we're out. You can always find us in the lessons!"

After credits (b)

  • Yamamura: "Coo. Coo! Coo (It looks like the secret world is open. And you've already collected some medals! You're most mastereful than I thought."
  • Mary: "Keep up the good work!"
  • Yamamura: "Coo, coo? (If you're looking for a goal to really test yourself against, why don't you aim to collect every single medal?"
  • continued Yamamura: "Coo. (I have just a few final pieces of course-creation advice to impose to you."
  • continued Yamamura: "Coo. (As you play through Super Mario Challenge and other's courses, be sure to keep an eye out for interesting techniques and ideas.)"
  • continued Yamamura: "Coo. Coo, coo. (But more importantly, pay attention to how others play your courses. Your friends may spot things you didn't notice or intend, so get their advice.)"
  • Mary: "There sure are a lot of things to keep in mind when creating courses, huh?"
  • Yamamura: "Coo, coo. (This is true, my apprentice. It is both great joy and the great burden of a master course creator.)"
  • Mary: "I guess course creation can be a pretty deep subject! Well, anyway, we'll see you soon!"

The End