User:Yoshi the SSM/Wiki Work Space: Difference between revisions
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===Using Tracks Basic (Lesson 07a)=== | ===Using Tracks Basic (Lesson 07a)=== | ||
*M: ''"This lesson will cover how to use [[Track (object)|tracks]] [[File:SMM2 Track NSMBU icon.png|15px]]."'' | |||
*cM: ''"The [[File:SMM2 Track NSMBU icon.png|15px]] is a handy little element that lets you move other elements on a preset path."'' | |||
*cM: ''"To make an element move along a [[File:SMM2 Track NSMBU icon.png|15px]], simply place whichever element you'd like onto the [[File:SMM2 Track NSMBU icon.png|15px]] and it will stick in place."'' | |||
*cM: ''"To place a [[File:SMM2 Track NSMBU icon.png|15px]], tap and hold the end of the [[File:SMM2 Track NSMBU icon.png|15px]] and slide in the direction you want it to stretch."'' | |||
*Y: ''"Coo, coo, coo, coo. (You can place [[File:SMM2 Track NSMBU icon.png|15px]] in nice straight lines or in more complicated patterns, as we'll soon see.)"'' | |||
*cY: ''"Coo, coo. (Placing [[File:SMM2 Track NSMBU icon.png|15px]] effectively may look tricky at first, but try it for yourself and see how easy it is.)"'' | |||
*M: ''"Place [[File:SMM2 Track NSMBU icon.png|15px]] following the guide images on the Touch Screen to get a sense of how they work."'' | |||
*A: Player places the tracks. | |||
*M: ''"All right, looking good! Let's hop in and see how it plays."'' | |||
*A: Player plays course. | |||
*M: ''"Looks like you've got a handle on these elements!"'' | |||
*A: It goes back to course edit and screen moves right a bit. | |||
*Y: ''"Coo, coo. (So far we've already practice placing [[File:SMM2 Track NSMBU icon.png|15px]], but we haven't yet placed anything on them.)"'' | |||
*cY: ''"Coo! Coo. (But the time has come! You will now get to experience the [[Lift]] [[File:SMM2 Lift NSMBU icon.png|15px]] course element.)"'' | |||
*M: ''"A [[File:SMM2 Lift NSMBU icon.png|15px]] can move up, down, left, or right by defeault, but if you place one on a [[File:SMM2 Track NSMBU icon.png|15px]], it'll move along it instead."'' | |||
*cM: ''"Go ahead and place a [[File:SMM2 Lift NSMBU icon.png|15px]] on the [[File:SMM2 Track NSMBU icon.png|15px]] like you see on the Touch Screen."'' | |||
*A: Player places Lifts on Tracks. | |||
*M: ''"All right, looking good! Let's hop in and see how it plays"'' | |||
*A: Player plays course. | |||
*M: ''"Looks like you've got a handle on these elements!"'' | |||
*A: It goes back to course edit and screen moves right a bit. | |||
*M: ''"If you tap the end of a [[File:SMM2 Track NSMBU icon.png|15px]], you can change it between dead end type and the type that will bounce the element back the other direction."'' | |||
*Y: ''"Coo, coo. (If there is no end point on a [[File:SMM2 Track NSMBU icon.png|15px]], the element attached will simply fall upon reaching the end of the line.)"'' | |||
*M: ''"Try tapping the square end points on either side of the [[File:SMM2 Track NSMBU icon.png|15px]] holding the [[File:SMM2 Lift NSMBU icon.png|15px]]."'' | |||
*A: Player touches them. | |||
*M: ''"All right, looking good! Let's hop in and see how it plays"'' | |||
*A: Player plays course. | |||
*M: ''"Looks like you've got a handle on these elements!"'' | |||
*A: It goes back to course edit and screen moves right a bit. | |||
*Y: ''"Coo, coo. Coo... Coo... Coo... (as you can see here, a [[File:SMM2 Track NSMBU icon.png|15px]] can be placed in all directions. Slicing like a samurai's blade.)"'' | |||
*M: ''"Try placing some different course elements on the [[File:SMM2 Track NSMBU icon.png|15px]] on the Touch Screen. <span style="color:orange">Yamamura</span>, I had no idea you could be so poetic!"'' | |||
*A: Player places the course elements on the track. | |||
*M: ''"All right, looking good! Let's hop in and see how it plays"'' | |||
*A: Player plays course. | |||
*M: ''"Looks like you've got a handle on these elements!"'' | |||
*A: It goes back to course edit. | |||
*M: ''""And that's everything we have for this <span style="color:red">basic</span> lesson!'' | |||
*Y: ''"Coo? Coo, coo. (Would you like to move on to the <span style="color:red">advanced</span> lesson next? If not, you can always come back later.)"'' | |||
===Using Tracks Advanced (Lesson 07b)=== | |||
*M: ''"That was a pretty tricky one, right? Let's break it down step-by-step."'' | |||
*Y: ''"Coo. Coo. (I started with a curved [[Track (object)|tracks]] (curved)[[File:SMM2 Track NSMBU icon.png|15px]]. I hope it didn't confound you too much.)"'' | |||
*cY: ''"Coo, coo. Coo! (To curve a track, simply <span style="color:red">shake</span> a [[File:SMM2 Track NSMBU icon.png|15px]]. See how quickly it bends to your will!)"'' | |||
*M: ''"Once you've got some (curved)[[File:SMM2 Track NSMBU icon.png|15px]] to work with, there are all kinds of shapes you can build."'' | |||
*Y: ''"Coo, coo. (As you can see, you can put enemies as well as items on [[File:SMM2 Track NSMBU icon.png|15px]] to move them around the course.)"'' | |||
*M: ''"<span style="color:orange">Yamamura</span>, can you tell us a little about placing the [[Super Mushroom]] [[File:SMM-NSMBU-SuperMushroom.png|15px]] on the [[File:SMM2 Track NSMBU icon.png|15px]] right here?"'' | |||
*Y: ''"Coo, coo. (As with all things, there is a delicate balance you must strike when placing items on [[File:SMM2 Track NSMBU icon.png|15px]].)"'' | |||
*cY: ''"Coo, coo. (If the movement of the item is going to be complicated you want the [[Lift]] [[File:SMM2 Lift NSMBU icon.png|15px]] to move in a simple manner."'' | |||
*cY: ''"Coo, coo. (And if the [[Lift]] [[File:SMM2 Lift NSMBU icon.png|15px]] is going to move in a complicated manner, you want the item's movements to be simple."'' | |||
*cY: ''"Coo. (Or you can make them both fairly simple, as you see here.)"'' | |||
*M: ''"Ohh, I see... Having both the [[Lift]] [[File:SMM2 Lift NSMBU icon.png|15px]] and the item move in complicated ways could make the course too doffocult, so you want just one of them to be complicated."'' | |||
*Y: ''"Coo, coo (If something looks too complicated, the player may rely too heavily on Mario's <span style="color:red">jumping skills</span>."'' | |||
*cY: ''"Coo, coo. (If Mario simply jumps from one end to the other and grabs the item on they way, the player will miss the point of the course."'' | |||
*M: ''"So, what if I make the item placement and movement so precise the player needs a perfect <span style="color:red">jump</span> to grab it?"'' | |||
*Y: ''"Coo, coo, coo. (If you make the challenge too precise, even if the player uses the [[File:SMM2 Track NSMBU icon.png|15px]] to grab the item, you'll be the only one who knows the trick.)"'' | |||
*M: ''"But what's it matter, as long as the player is using the [[File:SMM2 Track NSMBU icon.png|15px]] to reach the item?"'' | |||
*Y: ''"Coo? (What good will it do if the player manages to <span style="color:red">jump</span> the [[File:SMM2 Track NSMBU icon.png|15px]] and grab the item if they don't understand the trick you were going for?)"'' | |||
*M: ''"Well... If the player grabs the item, that means they figured out the timing, right? The player would feel really good for figuring it out!"'' | |||
*Y: ''"Coo, coo. Coo, coo. (Wrong again, my apprentice. With such precise timing required, the chance of the player having actually figured out the timing is very slim."'' | |||
*M: ''"Huh? What do you mean?"'' | |||
*Y: ''"Coo, coo, coo. (Even if the player jumps at the exact right moment, if there is no apparent rhyme or reason for why it worked, it will feel like random jumps.)"'' | |||
*M: ''"And victory by random jumps is a bad thing?"'' | |||
*Y: ''"Coo... Coo. Coo. (Not necessarily... But players are more likely to remember a course if they understand the challenge. Random jumps don't leave much of an impression.)"'' | |||
*M: ''"I guess the point is that players may not always play how you want them to, but if you design your course well enough, it will guide them in the right direction."'' | |||
*M: ''"Now, as we see here, elements you add [[wings]] [[File:SMM-NSMBU-Wing.png|15px]] to will travel faster when placed on a [[File:SMM2 Track NSMBU icon.png|15px]]."'' | |||
*Y: ''"Coo. (Placing normal enemies or <span style="color:red">flying</span> v enemies on a [[File:SMM2 Track NSMBU icon.png|15px]] can challenge the player by changing up the timing of Mario's <span style="color:red">jump</span>.)"'' | |||
*Y: ''"Coo. Coo. (Up until now, our [[File:SMM2 Track NSMBU icon.png|15px]] have been in the air.)"'' | |||
*cY: ''"Coo, coo. (But as you see here, using [[File:SMM2 Track NSMBU icon.png|15px]] in harmony with <span style="color:blue">ground</span> [[File:SMM-NSMBU-Ground Block.png|15px]] can make certain parts of your course a bit more challenging.)"'' | |||
*M: ''"[[File:SMM2 Track NSMBU icon.png|15px]] may be tricky to get a hang of at first, but once you do, you'll find you can use them for so much! There's a surprising amount of depth to them."'' | |||
*Y: ''"Coo, Coo, coo. (You need to be every careful when placing [[File:SMM2 Track NSMBU icon.png|15px]]. If you lose foucs, it's easy to lose sight of your plans, and your [[File:SMM2 Track NSMBU icon.png|15px]] will become a tangled mess.)"'' | |||
*Y: ''"Coo, coo? (Now, see what happens when you combine a flying course element with an open-ended [[File:SMM2 Track NSMBU icon.png|15px]]?"'' | |||
*cY: ''"Coo! (It gives you a real sense of speed to see these elements flying around like that!)"'' | |||
*M: ''"Ohh, and you could also place [[File:SMM-NSMBU-Wing.png|15px]][[File:SMM2 Lift NSMBU icon.png|15px]][[File:SMM-NSMBU-Wing.png|15px]] on a [[File:SMM2 Track NSMBU icon.png|15px]], and then you'd jump onto a different [[File:SMM-NSMBU-Wing.png|15px]][[File:SMM2 Lift NSMBU icon.png|15px]][[File:SMM-NSMBU-Wing.png|15px]] on yet another [[File:SMM2 Track NSMBU icon.png|15px]]... Think of the speeds you could achieve!"'' | |||
*Y: ''"Coo, coo. (If you add too much speed, it will make <span style="color:red">jumping</span> onto the [[File:SMM-NSMBU-Wing.png|15px]][[File:SMM2 Lift NSMBU icon.png|15px]][[File:SMM-NSMBU-Wing.png|15px]] too difficult.)"'' | |||
*cY: ''"Coo, coo. Simply attempting to achieve maximum speed is not always the best design decision, so try to maintain a reasonable speed limit.)"'' | |||
*Y: ''"Coo, coo. Coo, coo. (As a final tip, you can also attack a [[Bill Blaster]] [[File:SMM-NSMBU-BillBlaster.png|15px]] to a [[File:SMM2 Track NSMBU icon.png|15px]]. These don't usually move, so this can be pretty surprising.)"'' | |||
*M: ''"I feel like I'll be able to do anything once I master these <span style="color:blue">tracks</span>!"'' | |||
*Y: ''"Coo, coo. Coo... coo... (Yes, they truly can make all your dreams come true. Just make sure you don't get... carried away...)"'' | |||
*M: ''"Right! I'll use them sparingly and won't over do it."'' | |||
*Y: ''"Coo...? (Coo...?)"'' | |||
*M: ''"What was that?"'' | |||
*Y: ''"Coo... cooo... (Don't let the tracks... carry you away..."'' | |||
*M: ''"....I'd like the tracks to carry me away from your puns..."'' | |||
*cM: ''"That's all for this <span style="color:red">advanced</span> lesson."'' | |||
*Y: ''"Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"'' | |||
===Warping within Courses Basic (Lesson 08a)=== | |||
====Warping within Courses Advanced (Lesson 08b)==== | ====Warping within Courses Advanced (Lesson 08b)==== |
Revision as of 18:03, February 19, 2022
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
To Do List
This is the to do list. It features all articles that I need to do. If it was proposed, a separate section below will be used until it is done.
- Help BBQ Turtle (talk) with articles for Mario & Sonic at the London 2012 Olympic Games (Wii).
- Fully create List of Super Mario Maker for Nintendo 3DS quotes for quotes from this game (Yamamura's Tutorials and Super Mario Challenge quotes).
- Go back through the Super Mario Maker for Nintendo 3DS levels and add enemy counts.
Article Creation and Changing Center
This section is used to test out an article creation or major change before actually doing it. They will have a name on it before it is moved there for better understanding of where it will go. Sorry if it will get confusing here. Proposed articles either by me or asked for will appear here too.
List of Super Mario Maker for Nintendo 3DS quotes
{{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)
- Y: "Coo! Coo, coo. (Let's us dive right in! First, I'll teach you how to create a course from start to finish.)"
- M: "Please, Yamamura--wait a moment!"
- Y: "Coo? (What's the matter?)"
- M: "There's an order of operations here. Have you forgotten? The first lesson can't be creating a course from start to finish!"
- Y: "...Coo. Coo, coo. Coo. (...Right you are. That was merely a test, my apprentice. There are things you must know before creating a course. Mary will now explain.)"
- M: "Oh, Yamamura... Please try to focus! Every new player needs to learn these things."
- cM: "Now, let's start from the start. I'll go over the basics of how to create a course."
- Y: "Coo, coo! (Mary, please go over the basics of how to make a course!)"
- M: "(Coo...) The screen you're currently in is the course creator."
- cM: "The course elements are shown as icons at the top of the screen. We call this the palette."
- cM: "You can choose whatever course elements you want from the palette."
- cM: "First, we'll go over placing course elements."
- cM: "To place a course elements, select the one you want from the palette and then touch the spot where you want to place it."
- Y: Coo. "(Keep in mind that there is a limit to the amount of elements you can place in a course.)"
- M: "For now, go ahead and select the ? Block from the palette and place some in the guide images you see there on the Touch Screen."
- A: Player touches then places them in the three spots.
- M: "And it's just that simple! That's really all there is to placing course elements."
- Y: "Coo: coo, coo, coo, coo. (There are two modes here: course-creation mode, where you can edit and build your course, and play mode, where you can play your courses.)"
- cY: "Coo, coo. (By switching between these two modes, you can place elements in your course and then immediately jump in to test them out.)"
- Y: "Coo, coo! (And repeating this process of building and testing, you'll gradually build your course and play test it all in one go!)"
- Y: "Coo, coo. Coo. (So, let's jump in and see how the course plays. Simply tap the Play icon <play icon> to give it a shot.)"
- A: Player touches it and plays the course.
- M: "Looks like you've got a handle on these elements!"
- cM: "If something didn't work quite as well as you expected, you'll need to hop back in and tweak the elements."
- cM: "Great! Ok, now tap the Edit icon <edit icon> to return to course creation mode."
- A: Player touches it and it goes to it.
- M: "Next, let's talk about how you can Erase course elements"
- cM: "Just give Mr. Eraser (personal note: not actual in-game image, but close enough) a tap to activate Erase Mode, and he'll be glad to wash away all of your indis creations."
- cM: "Once Erase Mode is active, simply tap the to erase them."
- A: Player ereases the three ? Blocks.
- M: "And that's it! Deleting elements is just as simple as placing them!"
- cM: "Next, let's learn about the undo feature. This will take back your previous action, reverting to the state from right before you did it."
- cM: "Simply give Undodog (personal note:again not in-game image) a tap, and your last action will be undone!"
- cM: "So, go ahead and tap . The that you just deleted using Erase mode should reappear."
- A: Player taps it and the ? Blocks come back.
- M: "This is a useful technique if you accidentally place or delete something, so be sure to keep it in mind for the future."
- Y: "Coo. (I shall biw divulge the awesome power of the Reset Rocket. <Reset Rocket image needed>"
- M: " 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."
- Y: "Coo... coo... coo... (Let's take a look at a more lively course so you can witness... and understand.... its true power.)"
- A: Screen shifts to a more lively screen.
- M: "Tap and hold the <Reset Rocket image needed> to erase all course elements, and in one fell swoop..."
- cM: "...the course will revert to its original state, leaving just the start and goal ground ."
- cM: "OK...I'm a little nervous, but go ahead and tap and hold <Reset Rocket image needed>."
- A: Player taps and holds it and it does its function.
- M: "Is... Is it over...? Everything disappeared, right? Phew, I couldn't bring myself to look!"
- cM: "The last part of this lesson will cover a very useful function."
- cM: "By pressing or , you can cycle through Multi-Grab and Copy Modes."
- cM: "The mode will switch each time you press or .
- Y: "Coo. (These features are real time savers when you want to move or erase multiple elements at one time.)"
- M: "That's right, Yamamura. And that's all we have to teach in this lesson!"
- cM: "If you ever feel like ducking out of a lesson to play Super Mario Challenge or some courses in Course World, just select either option from the Main Menu. I won't hold it against you!"
- cM: "Oh, and one more thing! You can always find Yamamura lessons in the Main Menu too! Just pop it open and give him a tap when you want to return to his dojo."
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look. If not, you can always come back later.)
Course Structure Basic (Lesson 01a)
- M: "We'll kick this lesson off by explaining the ground elements. Ground is used to build the main structure of most courses."
- cM: "Ground gives Mario and enemies something to walk on and is used to make walls."
- cM: "Mario and enemies can't pass through ground ."
- cM: "To place some , touch the screen and slide across it to place a long row."
- Y: "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.)"
- M: "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."
- cM: "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!"
- A: Player places the ground in the selected spots.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and goes right a bit.
- M: "Now that we've laid the ground work for this lesson, let's talk about blocks !"
- Y: "Coo... coo...? Coo. Coo, coo. (Laid the... ground work...? Hm. are standard blocks in the Mario series.)"
- cY: "Coo, coo. (Small Mario can't break , but Super Mario's mighty fist can shatter them.)"
- M: "(Well, I thought it was funny...) Try placing some in the guide image below."
- A: Player places them.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "That's all we have time for right now, so let's end the test run and move on."
- A: It goes back to course edit and goes right a bit.
- M: "All right, we'll moving right along! Next! we'll learn about one of the most recognizable things in any Mario game. Coins !
- Y: "Coo! Coo. (This will prove a truly valuable lesson! I shall explain three different uses for the almighty .)"
- M: "(Oh, so you can make puns, but I can't?) Are there really that many uses for ? I thought they were fun to collect!"
- Y: "Coo, coo. Coo. (We all understand the urge to collect many shiny objects to fill our nests with, but it's true. have many uses here.)"
- cY: "Coo, coo. (First, you place a in the air if you want the player to jump.)"
- cY: "Coo, coo. Coo, coo, coo. (Second, Coins will guide the player. Players are naturally drawn to the golden luster, and they will go wherever you want them to go if there's a .)"
- cY: "Coo, coo. (And finally, you can use to make a minor objective or area stand out a bit more.)"
- cY: "Coo. (Try it yourself to see what I'm talking about.)"
- M: "OK, try placing in the guide images. This should give you an idea of all three uses!"
- A: Player places the coins.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and goes right a bit.
- M: "Last, but certainly not least, we'll introduce you to one of the most adorable elements: Goombas !"
- Y: "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.)"
- M: "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!)"
- Y: "Coo, coo. (If the is walking on a , it can be defeated by hitting the from below.)
- M: "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!"
- A: Player places the Goombas.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit.
- M: "And that's everything we have for this basic lesson!"
- Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"
Start of every Advance course
- Y: "Coo, coo. (Clear this course, and then we'll discuss how I went about creating it.)"
Course Structure Advance (Lesson 01b)
- M: "OK, now let's talk about the course you just played. Yamamura made it himself, you know!"
- Y: "Coo, coo. (I placed the coins here so you'd be able to collect them with a single jumpwhile also advancing through the stage.)"
- M: "One of the universal truths of any Mario game is that you collect 100 coins , you'll get an extra life."
- Y: "Coo. Coo, coo, coo, coo? (There is no greater truth than this. However, if you're playing just a single course, extra lives won't be of much use, will they?"
- cY: "Coo, coo. Coo, coo. (Yet none can resist the urge to pluck such shiny object from the sky. Surely you have many such objects decorating your nest as well, Mary.)"
- M: "Yamamura, I don't live in a nest..."
- Y: "Coo, coo. (If you place a above a block , the player will be able to collect the by hitting the from below.)"
- M: "So you don't have to go through the hassle of jumping up on to the ? What a time saver!"
- Y: "Coo, coo. (But there maybe something hidden inside the , my lazy apprentice. Something potentially treacherous.)"
- M: "Yamamura, would you lay a trap for me?! Well, surprises are part of the fun! I'll bash them all!"
- Y: "Coo. Coo, coo. (It is my duty to make sure my apprentice is prepared for every situation. Now let's move on.)"
- cY: "Coo. Coo, coo! (You can create entire courses using just ground . And when combined with other elements, you can make some truly amazing environments!)"
- M: "It's a very lovely cave, Yamamura, but don't you think it was a little difficult getting out? Jumping into that narrow tunnel with six took me forever!"
- Y: "Coo, coo? Coo. (Ah, so you noticed? I made it difficult on purpose.)"
- cY: "Coo. (You must jump the exact height of three course elements to escape the cave.)"
- cY: "Coo, coo. Coo! (If the jump is too low or too high, you'll be trapped forever. It's these sorts of trials that will turn you into a truly masterful player of Mario courses!)"
- cY: "Coo. Coo, coo, coo! (But a wider opening is more inviting and will make the player more confident. So, you see, both methods have their merit!)"
- M: "This enemy here is called a Piranha Plant . They can't move or chase Mario, but it'll still hurt if you touch one!"
- Y: "Coo. ( are best used as stationary obstacles as you see here.)"
- cY: "Coo. Coo, coo! Coo... (But that doesn't mean they're limited in use. When used in harmony with other elements, they can be quite the hassle! But more on that later...)"
- M: "Say, Yamamura... Do you think the Piranha Plant could actually be considered a plant?"
- Y: "Coo, coo... Coo... Coo?! (They're weak to fire, so they must be plants... But they'll eat Mario given the chance... Have we been working with man-eating plants?!"
- M: "People-eating plants?! Yamamura, I'm not even getting hazard pay for these lessons!"
- cM: "That's all for this advanced lesson."
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"
Pipes and Power-Ups Basic (Lesson 02a)
- M: "In this lesson, we'll talk about the various items available to you and how to use them."
- cM: "A few of the available items are 1-Up Mushrooms and, of course, the classic Super Mushrooms ."
- cM: "The gives Mario one extra life, and the will turn him into Super Mario!"
- cM: "There are lots of other items to choose from, of course, so make sure you try them all out to get an idea of how they can be used to amp up your courses."
- Y: "Coo, coo... (You can place items directly onto the course, but...)"
- cY: "...coo! Coo, coo? (...it's much more exciting for the player to find them inside a ? Block ! Wouldn't you agree, Mary?)"
- M: "Finding items in blocks is such a simple joy in life! All Mario needs to do is bop a with an item in it, and out it pops!"
- cM: "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!"
- cM: "You can put pretty much any element into a , but for now, try placing a and a into the on the Touch Screen."
- A: The player places the two in ? Blocks.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: The player plays the course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and moves right a bit.
- M: "Now we'll talk about the Pipe . Changing its length and direction is pretty easy!"
- cM: "Simply tap and hold the opening of the and drag it in whichever direction you want it to face."
- Y: "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!"
- M: "Yamamura, please contribute more than puns to this lesson?"
- cM: "Anyways. why don't you try placing a to match the length and direction of those on the Touch Screen?"
- A: Player places the pipes.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: The player plays the course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and moves right a bit.
- M: "Similar to placing items inside a , you can also place them inside a . This can really catch players by surprise!"
- Y: "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!)"
- cY: "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.)"
- M: "Let's check out an example of that. Try creating a with one of those scary Piranha Plants inside, and see how it behaves."
- cM: "Choose a , and drag it inside the as shown on the Touch Screen."
- A: The player places the Piranha Plants in the pipes.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: The player plays the course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit.
- M: "And that's everything we have for this basic lesson!"
- Y: "Coo? Coo, coo. (Would you like to move onto the advanced lesson next? If not, you can always come back later.)"
Pipes and Power-Ups Advanced (Lesson 02b)
- M: "We'll take a look at each section of the course."
- cM: "As you can see, Yamamura varied the elements by placing Blocks as well as Hard Blocks ."
- Y: "Coo, coo? (Mary, can you tell me the difference between and ?)"
- M: "Of course! Super Mario can break , but are just too hard for him."
- Y: "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.)"
- M: "Yamamura, that gives me a great course idea!"
- cM: "How cool would it be to make a course which the player gets trapped by , and the only way out is to transform into Super Mario and break out?!"
- Y: "Coo, coo. (That would be pretty coo, but there's one thing you need to keep in mind.)"
- cY: "Coo, coo. (When Super Mario takes damage, he turns back into Small Mario.)"
- cY: "Coo, coo. (In that case, the player wouldn't be able to complete the stage unless you include some way to become Super Mario again.)"
- cY: "Coo, coo. Coo! (To avoid such follies, you must consider your course as a whole even as you create each individual section. That is the mark of a true master!"
- M: "Now let's take a look at the Fire Flower power-up item. It's been placed right here."
- cM: "If Mario grabs the , he'll turn into Fire Mario. This lets him shoot fireballs at enemies!"
- Y: "Coo. (Fireballs are powerful projectiles that can take enemies out from a distance.)"
- cY: "Coo. (You can help the player out by placing them right before enemies that must be defeated from a distance.)"
- M: "Next, we'll take a look at the Super Star . It's been placed right here. Did you see it on your way through?"
- cM: "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!"
- Y: "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.)"
- cY: "Coo, coo. (No matter how you arrange the other course elements, this item will allow the player to rush through the course unhindered.)"
- cY: "Coo, coo. (If that happened, it could throw off the balance of your course and ruin its fun.)"
- M: "Hmm, that does sound like a problem... Plus, you don't want the player getting used to being invincible. It should be given as a rare treat."
- Y: "Coo. Coo. Coo, coo. (Exactly. Treat the like edamame. If they litter your course, the player will get pretty bored of them after a little while.)"
- M: "Hmm... And here I was thinking it would be so cool to have a course full of so the player could have a good time bashing through all the enemies."
- cM: "But I guess it's back to the drawing board! You really have to consider placement carefully, huh?"
- M: "10-Coin Blocks, ? Blocks , and have been placed here, all of which have Coins hiding inside."
- cM: "You need to hit 10-Coin Blocks repeatededly to collect all the inside."
- cM: "Speaking of, the faster you hit one, the more you'll get out of it!"
- Y: "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.)"
- cY: "Coo, coo... (If you place the 10-Coin Blocks near approaching enemies or at the end of a course where time is of the essence...)"
- cY: "Coo?! Coo, coo. Coo. (Will the player continue onward or chose the coins?! As course maker, you merely prove the choice. The value of each is for the player to decide.)"
- M: "If you spend too long collecting the coins and the enemy gets too close, you'll be damaged for sure! But... But they're just so nice to collect..."
- Y: "Coo. Coo, coo. (And now for the last part of our lesson. As you can see, I have so cleverly placed an enemy inside a .)"
- cY: "Coo. (The oversized Goomba that was for you at the end of the stage is known as a Big Goomba.)"
- cY: "Coo. (You can create a Big Goomba by placing a Super Mushroom on a .)"
- M: "Oh, but, Yamamura... We're explaing how to place enemies inside a , right?"
- cM: "Wouldn't have been better to put a normal-sized inside the for this lesson?"
- Y: "Coo... (Well, I could have used a normal . But...)"
- cY: "...coo, coo, coo? (...you were surprised to see such a large enemy appear from nowhere, weren't you?)"
- M: "I was surprised, but I was also pretty delighted!"
- Y: "Coo? Coo?! (Surprised as well as delighted? By the sight of a monstrously huge Goomba?!)"
- M: "A Goomba that large just means there's more to cuddle!"
- Y: "Coooo... Coo... Coo. Coo. (Ahem... Well... I placed a Big Goomba because I wanted you to react like that. A normal popping out of the wouldn't have been as surprising.)"
- cY: Coo... (Thinking up new and interesting ways to surprise or delight the player...)
- cY: "...coo! (...is as important to creating courses as giving Mario ground to stand on!)"
- M: "Oh, I see! Wow, Yamamura, I feel like I've learned something really valuable today!"
- cM: "It's important to consider the people playing your course as much as you consider the course itself. You should always try to please the player as much as possible!"
- cM: "That's all for this advanced lesson."
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"
Enemy Behavior Basic (Lesson 03a)
- M: "The first enemy we'll talk about here is the Koopa Troopa."
- cM: "Mario will take damage if he touches a from the side, but a can be defeated by jumping on top of it."
- Y: "Coo, coo. (Much like its allies the Goombas , the moves horizontally.)"
- cY: "If you jump atop a , it will retreat into its Shell like the coward it is and cease all movement.)"
- cY: "Coo! Coo, coo! (But it's simply biding its time! After a short while, it will return to fighting form!)"
- M: "Try placing a in the guide images you see on the Touch Screen."
- A: Player places the Koopa Troopas.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to couse edit and moves right a bit.
- M: "Next, we'll talk about the different types of Koopa Troopas."
- cM: "As you may well know, there are two types of Koopa Troopas: Green Koopa Troopas and Red Koopa Troopas ."
- cM: "But the differences don't stop there! The and actually have unique features."
- cM: "A won't turn back when it reaches the edge of ground , eventually marching to its inevitable doom."
- cM: "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."
- Y: "Coo. (You can change a into a by tapping and holding it and giving it a good shake."
- M: "Go ahead and place a in the guide image on the Touch Screen."
- A: Player places the Red Koopa Troopa.
- M: "All right looking good. Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and moves right a bit.
- M: "For this next portion, we'll explain some useful features of the course-creation mode."
- cM: "To start, go ahead and grab the six coins you see there."
- A: Player grabs the coins then it goes back to course edit.
- M: "Once you're back in the course-creation mode, you can tap the Mario trail icon {{ (personal note: this is the best recreation of it that I could do and needs a better image.) to show the exact path Mario traveled."
- cM: "Go ahead and give {{ a tap to see what it looks like."
- A: Player does so and it shows the player's path.
- M: "Take a look and study how you jumped to grab those coins. Pretty cool, don't you think?"
- Y: "Coo, coo. Coo. (By using {{, you can see where Mario will land after a jump. This makes it easier to figure out right where your ground should go.)"
- M: "What's this...? Yamamura! Look at this mess on the floor! What have you been doing?"
- Y: "Coo, coo... Coo. Coo... (My apologies, Mary... I was munching on some edamame and must have dropped some. A pity to see such fine edamame go to waste...)"
- M: "It's sticking to the bottom of my shoes! Please be sure to clean up after yourself in the future. (What a birdbrain...)"
- A: Screen moves right a bit.
- M: "Anyway, getting back to the lesson... Next, we'll talk about the wings ."
- cM: "Select from the palette, and then tap an enemy to attach the to it."
- cM: "An enemy that has earned its is known as a Para type."
- Y: "Coo, coo. (Once an enemy is granted the ultimate gift of flight, its movements will become vastly different.)"
- cY: "Coo. Coo. (This can greatly change how a player plays and views your course. This simple method can be very effective for adding a little spice to the mix.)"
- M: "Adding wings to a will turn it into a ."
- cM: "Try creating a as seen in the guide image on the Touch Screen."
- A: Player does so.
- M: "All right looking good. Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and moves right a bit.
- M: "And now here's a little bounus tidbit for you... I'll explain the tower feature!"
- cM: "If you stack enemies on top of each other, they'll balance and become a tower!"
- Y: "Coo... (Seeing all those enemies stacked up like that certainly does leaves an impression...)"
- cY: "Coo, coo. Coo! (As I said in Lesson 2+, it's really important to add elements that will surprise the player. And a short stack of enemies is a good place to start!)"
- M: "Try stacking a few in the guide images on the Touch Screen to create a mighty (and oh-so-adorable) tower."
- A: Player places the Goombas.
- M: "All right looking good. Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit.
- M: ""And that's everything we have for this basic lesson!
- Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"
Enemy Behavior Advanced (Lesson 03b)
- M: "Phew, that was a pretty good one, right? Let's take a look at what you just played."
- M: "Right at the start, you'll find a patrolling."
- cM: "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 ."
- Y: "Coo, Coo. (Placing a here gives the player more reason to kick its shell, and it also gives meaning to the 's life.)"
- M: "Gives the player more reason to kick it? What do you mean by that, Yamamura?"
- Y: "Coo, coo. Coo! (A ground pound from Big Mario is usually enough to break a , but unbreakable blocks are in the way here. The only way through is with a !)"
- cY: "Coo. (You must always consider how the player will be able to break you place in your course.)"
- cY: "Coo. (A course should be more than a sprint to the finish line. Adding little puzzles like this will give your courses depth and will help leave a positive impression.)"
- M: "Huh... I just thought kicking a was something fun to do, like playing soccer!"
- cM: "But I guess it can actually lend itself to some pretty fun gameplay moments. You should always be thinking up fun ways for players to break !"
- M: "It looks like we've got some Green Paratroopas and Red Paratroopas over here."
- cM: " moves sideways as they fly around."
- cM: "The timing for jumping on these is a bit trickier than it is for jumping on a ."
- cM: "The can be quite the nuisance, since it flies up and down. And it's so slow, like it's taunting you!"
- cM: "Say, Yamamura... Since a can get back up after retreating into its shell, does that mean a can do the same?"
- Y: "Coo. Coo, coo. (That is correct. Their shells are the same color, so they have the same features.)"
- cY: "Coo, coo, coo. (Getting the timing down may be tricky, but if you pull it off just right, you can use the as a spring board to reach the higher-up platform.)"
- cY: "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!"
- cY: "Coo, coo. (Special paths that don't lead directly to the goal should be a little trickier for the player to reach, but adding a reward to them will make it worthwhile.)"
- M: "The Bill Blaster makes its first appearance here, so we'll take a moment to explain the basics of how it works.
- cM: "The can't move on its own and Mario won't take damage if he bumps into it."
- cM: "The Bullet Bills that fire from , however, can really ruin Mario's day!"
- Y: "Coo. (You can adjust the height of a the same way you adjust the height of a Pipe .)"
- cY: "Coo, coo, coo. (Mario can stand atop , so by adjusting their height, they can actually be used as platforms.)"
- M: "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!"
- Y: "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.)"
- cY: "Coo, coo! (You can fall through even a small hole in the , so keep a weather eye and remain mindful of traps!)"
- M: "*grumble grumble* Ahem... If you ask me, Yamamura, it's easiest to fall into traps right before lunch..."
- Y: "Coo? Coo, coo. (Is it almost that time? If there was edamame involved, my mighty wings would carry me over any trap with the greatest of ease.)"
- M: "Hmm, is there anything else to explain about the ?"
- Y: "Coo. Coo, coo. (The holds many secrets, my apprentice. For instance, you can place other elements inside one.)"
- cY: "Coo, coo. (So instead of firing the menacing , the will fire something far different.)"
- cY: "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...)"
- M: "Wow, Yamamura! Having the pour out of a like that turns the course into a regular treasure trove!"
- Y: "Coo! (Don't let anyone tell you Yamamura-san doesn't know how to make it rain!)."
- M: "Say, maybe we can scoop up those coins and treat ourselves to a fancy meal?"
- Y: "Coo, coo. Coo... *munch* (If you're hungry, I've got some edamame I'd be glad to share if you want some... *munch*)"
- M: "Oh, uh... No thanks... (I still remember what happened the last time you tried to share your edamame...)"
- M: "It looks like we've got one more quick lesson on the to wrap this course up."
- Y: "Coo, coo...coo. (As I explained, the doesn't move around...on its own.)"
- M: "That's right! the is stationary if dropped in a course and left alone."
- cM: "But if you make a tower by placing a atop an enemy, like you see here, you'll create a roving !"
- Y: "Coo. (I've placed a atop a Goomba to demonstrate.)"
- cY: "Coo, coo. (Defeating the will cause it to drop the , leaving it immobile on the "
- cY: "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.)"
- M: "Hmm... Reminds me of a certain lazy pigeon who likes to perch on people's shoulders and have them carry him places..."
- Y: "Coo. (Sounds like a very wise and handsome pigeon.)"
- M: "..."
- cM: "That's all for this advanced lesson."
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"
Underwater Courses Basic (Lesson 04a)
- M: "Up until now, all our lessons have used the Ground theme. But now it's time to start taking a look at some different themes!"
- Y: "Coo. (Let's start with everyone's favorite: the Underwater theme.)"
- M: "You can choose from six different course themes, such as Ground, Underwater, and more. These change the appearance of your entire course."
- cM: "For this lesson, go ahead and select the Underwater theme."
- A: Player changes it to underwater.
- M: "And there you go! The entire course has changed! "
- cM: "But it's more than just a visual change! When Mario is course themes, he can't run or jump. All he can do is swim."
- A: The screen moves right a bit.
- M: "The first enemy we'll take a look at is the Cheep Cheep."
- cM: "There are two types of Cheep Cheeps: Green Cheep Cheeps and Red Cheep Cheeps ."
- cM: "The swims forward in a straight line, but the will turn left or right at certain times."
- cM: "Simply shake the to change it into a ."
- Y: "Coo. Coo... (The difference in their movements is similar to the differences between a Green Koopa Troopa and a Red Koopa Troopa . However...)"
- cY: "...coo! Coo. (... a Cheep Cheep will damage Mario no matter from what angle he touches it! The vicious Cheep Cheeps" offer no safe haven.)
- cY: "Coo, coo. Coo. (When playing them, it's best not to overthink the positions. Simply place them in such a way that will prevent the player from moving straight ahead.)"
- M: "Go ahead and place in the guide images on the Touch Screen."
- A: Player places a Red Cheep Cheep.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- M: "Now we'll talk about the often-menacing Blooper ."
- cM: " will swim right toward Mario, making them a bit tougher to avoid than other enemies. It also makes them look more threatening!"
- Y: "Coo, coo. (Since they persue Mario with unwavering dedication, they can be particularly troublesome if encountered in a narrow space.)"
- cY: "Coo, coo. (When used in harmony with , even a single can add quite a bit of danger.)"
- M: "Place a in the guide images on the guide image on the Touch Screen, and we'll take a look at this."
- A: Player places a Blooper.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- M: "The water hazards are coming at you in waves today! Next we'll take a look at the ."
- cM: "Mario will take damage if he touches a ."
- Y: "Coo, coo. (Spike Traps are harmful from any angle, so take special caution not to touch them while swimming through a course.)"
- cY: "Coo. Coo, coo, coo. (This means they can be used to spice up your course. If you're in a tunnel of , as Mario is here, even a single enemy can wreak havoc.)"
- M: "Now place in the guide images on the Touch Screen."
- A: Player places the Spike Traps.
- M: "All right, looking good! Let's hop in and see how it plays"
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- M: "And finally, we come to Semi-Solid Platforms ."
- cM: "Mario can pass through from either side or from below but not from the top."
- cM: "After you've place a , you can tap and hold any of its four corners to adjust its size."
- Y: "Coo. Coo, coo. (The main purpose of this element is to create a one-way path. Once you're on top of a , there's no going back.)"
- cY: "Coo, coo. (With this in mind, you could even use the to create an entirely one-way course.)"
- M: "Oh! and you can shake the to change it to a complete different style, too! Go ahead and give it a shot!"
- cM: "Place a in the guide images on the Touch Screen to see for yourself."
- A: Player places Semi-Solid Platforms.
- M: "All right, looking good! Let's hop in and see how it plays"
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit.
- M: "And that's everything we have for this basic lesson!"
- Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"
Underwater Courses Advanced (Leson 04b)
- M: "OK, you know the drill! Let's take a look at the course you just played."
- M: "To start, you'll notice a Blooper placed here at the beginning."
- Y: "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 ."
- cY: "Coo. (It can be exciting for the player if a chases Mario into a tight spot.)"
- cY: "Coo. Coo! But Mario has a lot of space to swim around underwater. This can make a chase in open water just as exciting!)"
- M: "Yamamura, is it true that Small Mario can avoid a entirely simply by standing on the ground while underwater?"
- Y: "Coo, coo! (Mary, don't give away the Blooper's secrets like that!)"
- M: "Huh? What?! Secrets?! Oh, uh, no, I mean... I'm just tidying up these spare coins! Ho-hum, la la la... *whistle* Aha-ha..."
- Y: "Coooo... Coo. (Ahem... Let's move on to the next subject.)"
- M: "Right! In this next part, we've got some Spike Traps set up. There aren't too many this time around, so they're easier to deal with."
- Y: "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.)"
- M: "Mario's movement is limited underwater, so giving him plenty of room to play around in will give the player a bit of a breather."
- Y: "Coo, coo! (By spreading the elements out like this, you can make your underwater courses feel like the wide-open sea!"
- Y: "Coo. (Some of the Semi-Solid Platform is hidden by the here, so it looks like a cave wall.)"
- M: "Ohh, that's pretty neat! Since you can pass through the sides and bottom of the , you make it look like a cool background!"
- cM: "But figuring out the different ways to use them to their full potential seems pretty hard."
- Y: "Coo, coo. (If your course looks appealing, it will make people more excited to play through it.)"
- M: "Hmm, that's a good point, Yamamura, If this whole "being a bird" thing doesn't pan out, you could always get a job as an interior designer."
- Y: "Coo, coo, coo. (Now, as you can see here, a treacherous Bill Blaster has been placed underwater.)"
- cY: "Coo, coo. (While underwater, the player will swim forward while avoiding enemies coming from all sides.)"
- cY: "Coo. (A sort of obstacle couse swarming with Bullet Bills may be ideal for this kind of play style.)"
- M: "But remember, move slower while underwater!"
- Y: "Coo. (It's simple hydrodynamics.)"
- cY: "Coo, coo, coo. (While underwater, Mario can cahnge his spped as he swims side to side but will always rise and sink at the same speed.)"
- cY: "Coo, coo. (If you can strike balance between underwater movement and gameplay, your course will be a champion of underwater courses the world over.)"
- M: "Last but not least, we'll talk about my little Goomba buddies hanging out by the goal here."
- cM: "Ohh, look at the little with their legs kicking around like that!"
- Y: "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!)"
- cY: "Coo, coo, coo. (So while enemies do move slowly underwater, you also get enemies with special movements, like .)"
- cY: "Coo, coo. (As you're surely learning by now, there are many various elements you can combine and experiment with to see what works best for your courses.)"
- M: "Say, Yamamura, are you any good in the water?"
- Y: "Coo, coo, coo. Coo. (Why, yes, actually I am. There's a very lovely bird bath in the park near my nest that I frequent.)"
- cY: "Coo. (Maybe you would like to join me for a nice soak and some edamame.)"
- M: "Well, I don't think I would quite fit in a bird bath..."
- cM: "But if the weather is nice, maybe a trip to the beach is in order!"
- M: "That's all for this advanced lesson."
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"
Game Styles Basic (Lesson 05a)
- M: "Before we jump in to explain the course elements, we'll take a moment to explain what game styles are."
- cM: "On the left you'll see an image that represents New Super Mario Bros. U on the right."
- cM: "In course-creation mode, you can choose between four different styles of past Super Mario games."
- cM: "More than just backgrounds, however, each one is from a different game in the Super Mario series, and each on will give your course unique features from that game!"
- cM: "For now, go ahead and tap the icon pointed out on the Touch Screen to choose the Super Mario Bros. game style..."
- A: Player taps Super Mario Bros. icon and it changes to that game.
- M: "...And there you go! The entire course changes automatically!"
- Y: "Coo, coo. (Even though the game style changes, the course elements will remain as you placed them.)"
- cY: "Coo, coo. (However, each game style has unique elements with their own special properties.)"
- cY: "Coo. (So be sure to try out many elements and style combinations to figure out how you can best use each element in each style.)"
- A: It changes back to New Super Mario Bros. U style.
- Y: "Coo. (Now let's change back to the New Super Mario Bros. U game style to explain a few of the course elements."
- M: "Aw, but I wanted to play in the Super Mario Bros. game style. Can't we change back?"
- Y: "Coo. (The mark of a good apprentice is playing the game her sensei chooses.)"
- M: "Hmph... (Just last week the mark of a good apprentice was buying her sensei a whole bag of edamame...)"
- A: Screen moves right a bit.
- M: "Well, I guess we'll talk about the Fire Bars , then."
- cM: "The is a rotating bar of fire you need to avoid by running, jumping, or crouching with precise timing."
- Y: "Coo, coo, coo, coo. (You can change the direction of the spins, the fire's length, and it angle to match your devious intentions, whatever those maybe.)"
- cY: "Coo. (But we'll explain that in greater detail in our next advanced lesson."
- M: "For now, place a Fire Bar in the guide image on the Touch Screen."
- A: Player places the Fire Bars.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit.
- M: ""And that's everything we have for this basic lesson!
- Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"
Game Styles Advanced (Lesson 05b)
- M: "Were you surprised by how that course ended? Let's take a look at how it was made!"
- Y: "Coo, coo, coo. (I've changed the angles, spin directions, and length of the Fire Bars here at the start.)"
- cY: "Coo, coo. (To change the spin direction, simply tap the arrow in the center of the block.)"
- cY: "Coo, coo. (To change the length or angle of the flames, tap and hold the end of the bar and slide it in or out to however you want it.)"
- M: "Changing even just these few settings can make your course look really unique!"
- Y: "Coo, coo. Coo, coo. (Changing an aspect of the even just a little can affect the difficulty of the entire course, so be sure to test it out to make sure it works.)"
- M: "And now we come to our first Hammer Bro !"
- Y: "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.)"
- cY: "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.)"
- M: "Here we have a new course element to show you. This is a Checkpoint Flag ."
- cM: "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!"
- Y: "Coo. (A is a kindness players will always appreciate. Especially if you're making a particualarly long or difficult course!"
- cY: "Coo, coo. Coo! (A rule I live by personally is to touch every I see, whether I think I'll need it or not. Accidents happen!)"
- M: "So what was your reason for placing a here?"
- Y: "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.)"
- cY: "Coo. (Placing a after a difficult enemy is reassuring to the player and can provide a sense of security.)"
- M: "Hmm, I suppose having to take out the same tough enemy over and over again would get pretty tiresome..."
- Y: "Coo. Coo! (Always consider the best palce to put a to make things a bit easier for the players. If only I could put a before eating a big bowl of edamame.)"
- M: "The four here have all had their angles and lengths adjusted."
- Y: "Coo. Coo, coo. (Don't let the way it looks intimidiate you. It may look like a complicated structure, but it's actually pretty simple to make and to conquer.)"
- M: "Ohh, I see... Hmm... So nice.... Oh, sorry! It's just so mesmerizing to watch it spin... But don't get so distracted you forget to time your jumps."
- Y: "Coo, coo. (If you place with different angles and lengths like you see here, it can make the timing more challenging to get down.)"
- M: "I could never quite get placement down, but I think I've learned a thing or tow after this lesson! Seeing these spinning gives me an idea."
- Y: "Coo. (Using elements indifferent ways and placing one in just the perfect spot can be a truly beautiful thing.)"
- cY: "Coo, coo! (If a great idea for a course pops into your head, make sure to write it down right away!)"
- cY: "Coo, coo. (Even when you're not playing, it can be fun to plan out your next course in your head or with your friends.)"
- M: "That's all for this advanced lesson."
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"
Ghost House Courses Basic (Lesson 06a)
- M: "We'll use this time to talk about the game style specific power-up items."
- Y: "Coo. (The New Super Mario Bros. U game style features the Propeller Mushroom power-up item.)"
- cY: "Coo, coo. (If you place this element and then change to another game style, the will change to the new game style.)"
- M: "But in this lesson, we'll just focus on the ."
- cM: "Grabbing the Propeller Mushroom will change Mario into Propeller Mario."
- Y: "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.)"
- cY: "Coo, coo. (You can place wherever you'd like, but they're most often found inside ? Blocks ."
- M: "Place a in the guide image on the Touch Screen so you can reach the coins and platform."
- A: Player places a Propeller Mushroom inside a ? Block.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- M: "(Ohh, OK... Ok, Mary, deep breaths...) Ahem... Since we're in a ghost house, can you guess which enemy will (unfortunately) be making its debut? It's... It's... It's Boo ! (...Eeep...)"
- cM: "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..."
- Y: "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.)"
- M: "So, you're telling me I can't even blink?! That isn't very comforting, Yamamura! (Ok, Mary, you can do it... Whatever you do, don't blink.)"
- Y: "Coo! Coo. Coo, coo... Coo, coo. (Good point! Blinking may give them a chance to catch up. So, I guess... don't turn your back, and don't blink.)"
- M: "Quit trying to scare me, Yamamura! I'm just going to move on with the lesson."
- cM: "Place a in the guide image on the Touch Screen, but please make it quick..."
- A: Player places the Boos.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- M: "Phew, it's over... Ok... So now we'll talk about... Dry Bones ?! Someone get me out of this house of horrors!"
- Y: "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!"
- cY: "Coo. (The is another enemy that can't be defeated with fireballs.)"
- M: "They're... They're just a... A pile of bones! Conventional weapons are useless! Not even fireballs are effective!"
- Y: "Coo. Coo, coo. (That's right. But a 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.)"
- M: "Jeez... and Sure are suited to these spooky castle and ghost house course themes, huh?"
- Y: "Coo, coo. (Your course will certainly look and feel better if you match the enemies to the theme, so choose your enemies carefully.)"
- M: "Place a Dry Bones in the guide image on the Touch Screen and let's get out of this place!"
- A: Player places Dry Bones.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit.
- M: ""And that's everything we have for this basic lesson!
- Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"
Ghost House Courses Advanced (Lesson 06b)
- M: "Let's take a look at the course you just played! Here we go. I'm putting on my brave face!"
- M: "As you can see, Yamamura placed a Trampoline . Probably because bouncing up so high is a lot of fun!"
- Y: "Coo. Coo, coo. (Once again you show why you are still the apprentice. The Trampoline is a very useful item for leaping to new, higher locations.)"
- M: "But if you bounce too high in a ghost house, you'll have to look out for Boos ."
- M: "Dry Bones will turn back and walk in the opposite direction if it reaches the edge of a platform."
- Y: "Coo, coo. (Have you noticed that it moves in the same way as a Red Koopa Troopa ?)"
- M: "Oh my. Does that mean the are just ... that have fallen in combat?!"
- Y: "Coo, coo? (Well, what did you think happens when Mario jump atop one of his many foes?)"
- M: "You are so wise in the ways of the world, sensei!"
- Y: "Coo, coo. (There is still much to teach you, my apprentice.)"
- cY: "Coo. Coo, coo. (Such as the fact that Mario isn't the only one who can jump on the . Enemies can also have their fun, so keep this in mind when placing them.)"
- M: "Looks like we've got some over here too. You really went wild with them this time, Yamamura."
- Y: "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.)"
- Y: "Coo. (Here I've place some coins so the player can grab them while navigating Mario around the as Propeller Mario.)"
- M: "As Propeller Mario, simply jump and then press or to activate the propeller and cover even more ground."
- Y: "Coo. (Designing a course that meaningfully incorporates Propeller Mario's unique ability is the technique of a true master.)"
- cY: "Coo, coo. (You can build an area that looks impossible to reach at first but contains great riches if the player finds your hidden Propeller Mushroom .)"
- cY: "Coo, coo! (It may take an equally as masterful player to unlock all your course's secrets, but that only makes it more rewarding for the both of you!)"
- M: "Hmm... But it probably isn't a great idea to create a course you don't have the skills to complete yourself, huh?"
- cM: "So it's important to be good at playing the game as well as creating courses."
- Y: "Coo, coo. (The arrangement here is similar to the start of the course, except there's no this time.)"
- cY: "Coo, coo, coo. (However, thanks to special jump, there's no need for a .)"
- cY: "Coo. (This is because the special propeller jump takes Propeller Mario about the same height as the .)"
- M: "I see! So there are lots of ways to reach high places, whether it's with a trampoline or with !"
- cM: "But no matter what tricks of the trade you decide to use, creating courses can be a tricky trade to master!"
- Y: Coo. Coo. Coo. (Truer words have never been spoken. It takes a keen sense of balance to create a course. You can't simply drop as many course elements as you want.)""
- cY: "Coo. Coo, coo. (You must consider all aspects. Decide which elements are the focal point, and be careful not to draw attention away from it or to overcomplicate it.)"
- M: "I guess that goes to show how the individual sections of the course are just as important as the individual elements!"
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"
Using Tracks Basic (Lesson 07a)
- M: "This lesson will cover how to use tracks ."
- cM: "The is a handy little element that lets you move other elements on a preset path."
- cM: "To make an element move along a , simply place whichever element you'd like onto the and it will stick in place."
- cM: "To place a , tap and hold the end of the and slide in the direction you want it to stretch."
- Y: "Coo, coo, coo, coo. (You can place in nice straight lines or in more complicated patterns, as we'll soon see.)"
- cY: "Coo, coo. (Placing effectively may look tricky at first, but try it for yourself and see how easy it is.)"
- M: "Place following the guide images on the Touch Screen to get a sense of how they work."
- A: Player places the tracks.
- M: "All right, looking good! Let's hop in and see how it plays."
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- Y: "Coo, coo. (So far we've already practice placing , but we haven't yet placed anything on them.)"
- cY: "Coo! Coo. (But the time has come! You will now get to experience the Lift course element.)"
- M: "A can move up, down, left, or right by defeault, but if you place one on a , it'll move along it instead."
- cM: "Go ahead and place a on the like you see on the Touch Screen."
- A: Player places Lifts on Tracks.
- M: "All right, looking good! Let's hop in and see how it plays"
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- M: "If you tap the end of a , you can change it between dead end type and the type that will bounce the element back the other direction."
- Y: "Coo, coo. (If there is no end point on a , the element attached will simply fall upon reaching the end of the line.)"
- M: "Try tapping the square end points on either side of the holding the ."
- A: Player touches them.
- M: "All right, looking good! Let's hop in and see how it plays"
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit and screen moves right a bit.
- Y: "Coo, coo. Coo... Coo... Coo... (as you can see here, a can be placed in all directions. Slicing like a samurai's blade.)"
- M: "Try placing some different course elements on the on the Touch Screen. Yamamura, I had no idea you could be so poetic!"
- A: Player places the course elements on the track.
- M: "All right, looking good! Let's hop in and see how it plays"
- A: Player plays course.
- M: "Looks like you've got a handle on these elements!"
- A: It goes back to course edit.
- M: ""And that's everything we have for this basic lesson!
- Y: "Coo? Coo, coo. (Would you like to move on to the advanced lesson next? If not, you can always come back later.)"
Using Tracks Advanced (Lesson 07b)
- M: "That was a pretty tricky one, right? Let's break it down step-by-step."
- Y: "Coo. Coo. (I started with a curved tracks (curved). I hope it didn't confound you too much.)"
- cY: "Coo, coo. Coo! (To curve a track, simply shake a . See how quickly it bends to your will!)"
- M: "Once you've got some (curved) to work with, there are all kinds of shapes you can build."
- Y: "Coo, coo. (As you can see, you can put enemies as well as items on to move them around the course.)"
- M: "Yamamura, can you tell us a little about placing the Super Mushroom on the right here?"
- Y: "Coo, coo. (As with all things, there is a delicate balance you must strike when placing items on .)"
- cY: "Coo, coo. (If the movement of the item is going to be complicated you want the Lift to move in a simple manner."
- cY: "Coo, coo. (And if the Lift is going to move in a complicated manner, you want the item's movements to be simple."
- cY: "Coo. (Or you can make them both fairly simple, as you see here.)"
- M: "Ohh, I see... Having both the Lift and the item move in complicated ways could make the course too doffocult, so you want just one of them to be complicated."
- Y: "Coo, coo (If something looks too complicated, the player may rely too heavily on Mario's jumping skills."
- cY: "Coo, coo. (If Mario simply jumps from one end to the other and grabs the item on they way, the player will miss the point of the course."
- M: "So, what if I make the item placement and movement so precise the player needs a perfect jump to grab it?"
- Y: "Coo, coo, coo. (If you make the challenge too precise, even if the player uses the to grab the item, you'll be the only one who knows the trick.)"
- M: "But what's it matter, as long as the player is using the to reach the item?"
- Y: "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?)"
- M: "Well... If the player grabs the item, that means they figured out the timing, right? The player would feel really good for figuring it out!"
- Y: "Coo, coo. Coo, coo. (Wrong again, my apprentice. With such precise timing required, the chance of the player having actually figured out the timing is very slim."
- M: "Huh? What do you mean?"
- Y: "Coo, coo, coo. (Even if the player jumps at the exact right moment, if there is no apparent rhyme or reason for why it worked, it will feel like random jumps.)"
- M: "And victory by random jumps is a bad thing?"
- Y: "Coo... Coo. Coo. (Not necessarily... But players are more likely to remember a course if they understand the challenge. Random jumps don't leave much of an impression.)"
- M: "I guess the point is that players may not always play how you want them to, but if you design your course well enough, it will guide them in the right direction."
- M: "Now, as we see here, elements you add wings to will travel faster when placed on a ."
- Y: "Coo. (Placing normal enemies or flying v enemies on a can challenge the player by changing up the timing of Mario's jump.)"
- Y: "Coo. Coo. (Up until now, our have been in the air.)"
- cY: "Coo, coo. (But as you see here, using in harmony with ground can make certain parts of your course a bit more challenging.)"
- M: " may be tricky to get a hang of at first, but once you do, you'll find you can use them for so much! There's a surprising amount of depth to them."
- Y: "Coo, Coo, coo. (You need to be every careful when placing . If you lose foucs, it's easy to lose sight of your plans, and your will become a tangled mess.)"
- Y: "Coo, coo? (Now, see what happens when you combine a flying course element with an open-ended ?"
- cY: "Coo! (It gives you a real sense of speed to see these elements flying around like that!)"
- M: "Ohh, and you could also place on a , and then you'd jump onto a different on yet another ... Think of the speeds you could achieve!"
- Y: "Coo, coo. (If you add too much speed, it will make jumping onto the too difficult.)"
- cY: "Coo, coo. Simply attempting to achieve maximum speed is not always the best design decision, so try to maintain a reasonable speed limit.)"
- Y: "Coo, coo. Coo, coo. (As a final tip, you can also attack a Bill Blaster to a . These don't usually move, so this can be pretty surprising.)"
- M: "I feel like I'll be able to do anything once I master these tracks!"
- Y: "Coo, coo. Coo... coo... (Yes, they truly can make all your dreams come true. Just make sure you don't get... carried away...)"
- M: "Right! I'll use them sparingly and won't over do it."
- Y: "Coo...? (Coo...?)"
- M: "What was that?"
- Y: "Coo... cooo... (Don't let the tracks... carry you away..."
- M: "....I'd like the tracks to carry me away from your puns..."
- cM: "That's all for this advanced lesson."
- Y: "Coo. Coo? Coo, coo. (We'll cover some more course elements in the next lesson. Do you want to take a look? If not, you can always come back later.)"
Warping within Courses Basic (Lesson 08a)
Warping within Courses Advanced (Lesson 08b)
Additional Course Features Basic (Lesson 09a)
Additional Course Features Advanced (Lesson 09b)
Sound Effects Basic (Lesson 10a)
Sound Effects Advanced (Lesson 10b)
images
Hammer: (Closest I could find)
Propeller Mario: Is actually just the head. And it is this kind of head that is the same head.
Curve Track: Use regular Track
Pipe/Warp Pipe: note that there is a Warp Pipe image with a down symbol. In the notes here, I will put down when it has down, but when done, it will be without the note.
Nothing in lesson 9a
Burner: There is also an unlit burner image, but not on the wiki.
Flying Lift: Lift with wings.
Letter reference
- M: ""
- cM: ""
- Y: ""
- cY: ""
- A:
Codes and files (for editing purposes)
- Text = Red text in game
- Text == Orange text in game
- Text == Blue text in game; use only if what's blue doesn't have a page whatsoever or when not wanting to link to the page (again)
- File:NSMBU Question Block Render.png
- For more images: see Gallery:Super Mario Maker. It may not have all, but will provide some.