# Modding Tutorials Tutorials on how to mod NSMB DS # Mario vs Luigi This page documents how to play MvsL hacks and objects that work in MvsL.

Modding MvsL is significantly more difficult than modding Singleplayer levels. If you're just getting started with modding the game, you might want to start [here](https://bookstack.nsmbcentral.net/books/new-super-mario-bros-ds/page/modding-101-creating-a-bare-bones-level)

## FaQ > ##### *How do I play Mario vs Luigi hacks?* - The easiest way to play an MvsL hack on real hardware is by using “Multi-cart” - This requires that you own **two** flashcards (such as an R4 Card). - To set this method up, simply put **the same ROM** on both flashcards. Then, in the game, choose the option to “Compete with another New Super Mario Bros. Owner” and play MvsL as you normally would. - If you do not have access to two flashcards, then you have two, more difficult, options remaining - Your first option is to try and use a hacked NDS firmware that bypasses Download Play's signature check 1. Download firmware.nds and put it on your flashcard. 2. Open this ROM on the DS you will launch Download Play from. 3. Now, eject the flashcard from the DS you just ran the ROM on. (This will not cause your DS to freeze) 4. Finally, put the flashcard back in the other DS. 5. Once you have done this, you can run the ROM of the MvsL hack and select “Play with someone who doesn't own New Super Mario Bros” - If the firmware ROM does not work on your flashcard, try this one instead. - Your final option is to use normal DS Download Play with “DLP Mode” in NSMBe 5 1. Open a **clean (unedited) ROM** 2. Open it in NSMBe 3. After you open the ROM, go to Tools and check “Enable DLP-friendly mode” 4. Now, you can make whatever changes you want to the ROM 5. When you're done, you can play with another DS through DS Download Play like you normally would using the “Play with someone who doesn't own New Super Mario Bros” option - If the game hangs at the Nintendo logo, you might have missed a step. Double check you did everything and try again with another **clean** ROM - If the DS freezes with a black screen after you select a level it can mean one of two things: - Your flashcard is not compatible with this method - There's something wrong with the level that is making the game freeze > ##### *My level crashes, what do I do now?* - If you are not using any Code Hacks, then here are some things to consider 1. Have you changed any object banks? This causes MvsL to crash so you need to change the object banks back to whatever the level had originally. 2. Double-check that you are not using an object that has been confirmed to crash MvsL. There is a table later on this page that shows what objects are compatible with MvsL. 3. Have you changed the number of Battle Stars that are in the level? Changing the number of Battle Stars in a level can cause MvsL to crash, and you will need to restore the original amount of Battle Stars the level had. > ##### *My level crashes, but I'm using Code Hacks!* - Even with Code Hacks, not all objects work in MvsL. Take a look at the table at the end of the page to see if all of the sprites you're using are compatible with MvsL. > ##### *My level makes us de-sync, what's going on?* - Some objects use RNG to determine their movement and behavior and this value is **not** synced across the parent and child DS. This causes the object to act differently on each DS, thus causing a de-sync. ## Sprite Compatibility Without Code Hacks - These objects will work in MvsL regardless of if you are using code hacks - Most of the objects in this list are objects that are already used in MvsL
Sprite IDSprite Name
23Pipe Piranha Plant (Facing up)
24Pipe Piranha Plant (Facing down)
25Pipe Piranha Plant (Facing right)
26Pipe Piranha Plant (Facing left)
27Bill Blaster (Bullet Bill launcher)
28Bob-omb
71Stonewall moving up & down
72Stonewall moving left & right
95Spin Block
148Goomba
149Koopa Troopa
210MvsL Big Star
## Sprite Compatibility with Code Hacks - This spreadsheet is based on the MvsL Hacking Starter Pack - There are 4 kinds of compatibility - **Works**: This object completely works in MvsL - **Partial**: Some parts of this object do not work in MvsL. The notes column will mention what doesn't work - **N/A**: The object does not load but it also does not crash the game - **Crash:** The object crashes the game when loaded. See the notes for possible workarounds.
Sprite IDObject NameCompatibilityNotes
0Crash Sprite (Player Actor)CrashNeeds the clone code hack
1Crash Sprite (Player Actor)CrashNeeds the clone code hack
2Crash Sprite (Player Actor)CrashNeeds the clone code hack
3Crash Sprite (Player Actor)CrashNeeds the clone code hack
4Crash Sprite (Player Actor)CrashNeeds the clone code hack
5Crash Sprite (Player Actor)CrashNeeds the clone code hack
6Crash Sprite (Player Actor)CrashNeeds the clone code hack
7Crash Sprite (Player Actor)CrashNeeds the clone code hack
8Crash Sprite (Player Actor)CrashNeeds the clone code hack
9Crash Sprite (Player Actor)CrashNeeds the clone code hack
10NothingN/ATechnically works due to it being nothing
11NothingN/ATechnically works due to it being nothing
12NothingN/ATechnically works due to it being nothing
13NothingN/ATechnically works due to it being nothing
14NothingN/ATechnically works due to it being nothing
15NothingN/ATechnically works due to it being nothing
16NothingN/ATechnically works due to it being nothing
17NothingN/ATechnically works due to it being nothing
18NothingN/ATechnically works due to it being nothing
19NothingN/ATechnically works due to it being nothing
20Defunct Actor 22N/AIf using the Actor Spawner code hack it works
21Mega GoombaWorksIf using Boss Particle code hack
22Hammer Brother from mapN/AMvsL is missing a world map so...
23Pipe Piranha Plant (facing up)Works
24Pipe Piranha Plant (facing down)Works
25Pipe Piranha Plant (facing right)Works
26Pipe Piranha Plant (facing left)Works
27Bill Blaster (Bullet Bill launcher)Works
28Bob-ombWorks
29Princess PeachWorks
30Monty TankWorksIf using Boss Particle code hack
31Cheep CheepWorks
32Goal Pole's FlagWorks
33Trampoline (portable springboard)Crash
34Red RingCrash
35Final Bowser ControllerCrash
36ThwompWorks
37SpinyWorks
38BooWorks
39Castle boss controllerPartialSome of the options crash the game, you can use a switch instead.
40Lakitu (unused sprite)Works
41Bowser bridge switchWorksLoads, but graphics are not loaded correctly
42Chain Chomp/LogWorks
43Chain Chomp (unused sprite)Works
44Fire Snake (unused Actor 46)Works
45Respawnable Hidden BlockWorks
46Event controller - activates Spiked Ball when touched by Snake BlockWorks
47LakithunderWorks
48Aquatic bubble current (up)Works
49Aquatic bubble current (down)Works
50Aquatic bubble current (right)Works
51Aquatic bubble current (left)Works
52Buzzy BeetleWorks
53Dry BonesWorks
54Lava Bubble (Podoboo)Works
55Bullet Bill SpawnerWorks
56Fire BarWorks
57CoinWorks
58BowserWorks
59Hammer BrotherWorks
60NothingN/ATechnically works due to it being nothing
61NothingN/ATechnically works due to it being nothing
62Big Bowser (unused sprite)Works
63Dry BowserWorks
64WhompWorks
65CheepskipperWorks
66P SwitchWorksGraphics are not loaded correctly
67Sushi (shark)Works
68Lift moving up and downWorks
69Lift moving left and rightWorks
70Rotating log lift (unused actor)Works
71Stonewall moving up and downWorks
72Stonewall moving left and rightWorks
73Wobbly metal liftWorks
74Wobble RockWorks
75Seesaw liftWorks
76Scale liftWorks
77Flimsy Lift (falls once touched)Works
78Lift moving one way once stood onWorks
79Three-platform rickshaw lift (rotates in place by self)Works
80Lift spawnerWorks
81NothingN/ATechnically works due to it being nothing
82Rotating rectangle liftWorks
83Self-activating blockWorks
84ZoomWorks
85Flip fence (duplicate sprite)Works
86Rotating triangle liftWorks
87NothingN/ATechnically works due to it being nothing
88Brick Block containing P SwitchWorksP-Switch graphics are not loaded correctly
89SnailicornWorks
90WigglerWorks
91Track-controlled liftWorks
92Unagi (eel)Works
93Arrow signboardWorks
94SwooperWorks
95Spin BlockWorks
96SeaweedWorks
97NothingN/ATechnically works due to it being nothing
98Camera vertical scrollingN/A
99Four-platform rickshaw liftWorks
100Vertical camera offset (unused actor)N/A
101Event controller - view enterWorks
102Spiked BallWorks
103DorrieWorks
104Tweester (Tornado)Works
105WhirlpoolWorks
106Red CoinCrashes
107? SwitchWorksGraphics are not loaded correctly
108! SwitchWorksGraphics are not loaded correctly
109AmpWorks
110Brick Block containing !-SwitchWorks!-Switch graphics are not loaded correctly
111Floating logWorks
112NothingN/ATechnically works due to it being nothing
113Cheep ChompWorks
114Burner (Small)Works
115Large Spiked BallWorks
116Skeeter (Water Bug)WorksCauses a desync however
117Map Flying ? BlockN/A
118BurnerWorks
119Swinging lift (pendulum-like)Works
120Grounded Piranha PlantWorks
121NothingN/ATechnically works due to it being nothing
122Big Grounded Piranha PlantWorks
123Grounded Fire Piranha PlantWorks
124Large grounded Fire Piranha PlantWorks
125Defunct Actor 229N/A
126Drawbridge liftWorks
127Big four-platform rickshaw liftWorks
128Warp CannonWorks
129Boss Key LocationWorks
130Jumping Cheep CheepWorks
131Checkpoint - verticalWorksDoes the animation but doesn't set anything
132CheckpointWorksDoes the animation but doesn't set anything
133NothingN/ATechnically works due to it being nothing
134NothingN/ATechnically works due to it being nothing
135NothingN/ATechnically works due to it being nothing
136PokeyWorks
137NothingN/ATechnically works due to it being nothing
138NothingN/ATechnically works due to it being nothing
139NothingN/ATechnically works due to it being nothing
140Boss KeyWorks
141Swelling groundWorks
142TightropeWorks
143Spiked ? Block (unused actor 251)Crashes
144Spiked ? BlockCrashes
145Spiked ? Block (unused actor 253)Crashes
146Ground-pound panelWorks
147Bump from below platformWorks
148GoombaWorks
149Koopa TroopaWorks
150Koopa ParatroopaWorks
151NothingN/ATechnically works due to it being nothing
152Event trigger blockCrash
153NothingN/ATechnically works due to it being nothing
154NothingN/ATechnically works due to it being nothing
155Special exit controller (warp entrance)CrashSometimes just corrupts graphics and does nothing
156NothingN/ATechnically works due to it being nothing
157Fire BrotherPartialCauses a desync
158Boomerang BrotherPartialCauses a desync
159NothingN/ATechnically works due to it being nothing
160NothingN/ATechnically works due to it being nothing
161NothingN/ATechnically works due to it being nothing
162Mushroom Platform liftWorks
163NothingN/ATechnically works due to it being nothing
164Event controller - "AND"Works
165Event controller - "OR" (If X OR Y, do Z)Works
166Event controller - "RANDOM"Works
167Event controller - chainer (If X, do Y)Works
168Event controller - "IF" (uses zones)Works
169Spin Block (unused Actor 255)N/ADoesn't spawn
170NothingN/ATechnically works due to it being nothing
171Spin Block (unused Actor 256)N/ADoesn't Spawn
172NothingN/ATechnically works due to it being nothing
173Swinging/able ropeWorks
174Mushroom Platform liftWorks
175Bouncy bricks (Unused)Works
176NothingN/ATechnically works due to it being nothing
177NothingN/ATechnically works due to it being nothing
178NothingN/ATechnically works due to it being nothing
179NothingN/ATechnically works due to it being nothing
180Climbing KoopaWorks
181NothingN/ATechnically works due to it being nothing
182NothingN/ATechnically works due to it being nothing
183Lakitu spawnerWorks
184NothingN/ATechnically works due to it being nothing
185Cheep Cheep random spawnerWorks
186ParagoombaWorks
187Balance liftWorks
188NothingN/ATechnically works due to it being nothing
189Pipe CannonWorksDesynchronizes the game
190NothingN/ATechnically works due to it being nothing
191Hanging Bouncing ? BlockWorks
192Coin Spawner (unused actor)Crash
193Big Dry BonesWorks
194Big ThwompWorks
1950 Stick to bottom length activator leftWorks
1960 Stick to bottom length activator rightWorks
197Tile Creator/Destroyer (Tile God)Crash
198In air vertical scroll stop leftN/A
199In air vertical scroll stop rightN/A
200NothingN/ATechnically works due to it being nothing
201NothingN/ATechnically works due to it being nothing
202NothingN/ATechnically works due to it being nothing
203Unused Purple Mushroom Platform LiftWorks
204Fire SnakeWorks
205Flame Chomp SpawnerWorks
206Ghost house gooWorks
207Big Cheep CheepWorks
208NothingN/ATechnically works due to it being nothing
209Sledge BrotherWorksCauses a desync however
210MvsL Battle StarWorksWho would've thought
211BlooperWorks
212Blooper Nanny (unused actor 144)Works
213Blooper Nanny that w/ Baby BloopersWorks
214NothingN/ATechnically works due to it being nothing
215NothingN/ATechnically works due to it being nothing
216NothingN/ATechnically works due to it being nothing
217NothingN/ATechnically works due to it being nothing
218Auto-scrolling controllerWorksIf the players spawn in the same position after respawning it stops working
219Spike TopWorks
220Bowser Jr.Works
221NothingN/ATechnically works due to it being nothing
222Mini GoombaWorks
223Flip fenceWorks
224Big flip fenceWorks
225NothingN/ATechnically works due to it being nothing
226ScuttlebugN/A
227MoneybagWorks
228Roulette BlockCrash
229Petey PiranhaWorks
230NothingN/ATechnically works due to it being nothing
231WaterWorks
232Hanging ? BlockWorks
233Swinging/able poleWorks
234LavaPartialCauses a desync, line the top with lava tiles
235Star CoinCrash
236Rotating square liftWorks
237BroozerWorks
238Purple Mushroom Platform liftWorks
239Yellow/Orange Mushroom PlatformWorks
240NothingN/ATechnically works due to it being nothing
241Bill Blaster TurretWorks
242Blue Mushroom PlatformWorks
243Roof SpinyWorks
244Bouncy Mushroom PlatformWorks
245Corked Pipe + foot pumpCrashes
246Floating barrelWorks
247Sushi spawner (shark spawner)Works
248Balloon BooWorks
249Track-controlled wall-jump liftWorks
250CrowberWorks
251Big UnagiCrash
252Banzai Bill BlasterWorks
253NothingN/ATechnically works due to it being nothing
254Kab-ombWorks
255Jungle FG Effect (Unused Actor)Works
256Rotating carry-through-wall turntable-like liftWorks
257Coin trail Cheep CheepWorks
258Spike Bass (unused sprite)Works
259Poisoned WaterPartialCauses desync
260Fast Spike Pillar - DownWorks
261Fast Spike Pillar - UpWorks
262Fast Spike Pillar - LeftWorks
263Fast Spike Pillar - RightWorks
264Mega Ground Pound's sky drops +Crash
265Phantom Hand (Pointing hand)Works
266Invisible Lava Bubble (unused actor)Works
267NothingN/ATechnically works due to it being nothing
268Underwater bounce bubbleWorks
269Giant WigglerWorks
270Smashed pipe spriteWorks
271Crowber spawnerWorks
272Snowy branchWorks
273Snow SpikeWorks
274Sinking-snow pileWorks
275BlockhopperPartialDesyncs
276Scroll and Mario stop sidewaysWorks
277Arrow signWorks
278Groundpound-able ghost house gooWorks
279Flipper (one-way gate)Works
280Horizontal camera offsetN/ANot sure how this sprite works
281SquigglerWorks
282Swinging/able vineWorks
283Spike Bass spawnerWorks
284Splunkin (pumpkin)Works
285Scuttlebug spawnerN/A
286Event controller - multi-chainerWorks
287Enemy-in-Pipe GeneratorWorks
288NothingN/ATechnically works due to it being nothing
289Platform Block (expandable block)WorksDoesn't respawn if it turns into bricks and you collect a battle star.
290Flying ? BlockCrashBlack screen
291Brick Block containing ? SwitchWorks? Switch graphics are not loaded correctly
292Event Activated DoorWorks
293Touching ground vertical scroll stop leftWorks
294Touching ground vertical scroll stop rightWorks
295MummipokeyWorksUse a P-Switch
296Lift moving left and rightWorks
297Stonewall moving left and rightWorks
298Stonewall moving u, d, l, rWorks
299Snake BlockWorks
300Haunted liftWorks
301ToadsworthWorksOnly freezes Mario for a few seconds, and Luigi can roam freely. Background chooser will break because of BMG differences.
302Toad House blockDoesn't workGarble graphics.
303Ball 'n' ChainWorks
304Spike Pillar - downWorks
305Final Castle Create LoopN/AI have no idea how this works.
306Final Castle Wrong PathN/AI have no idea how this works.
307Spike Pillar - upWorks
308Spike Pillar - leftWorks
309Spike Pillar - rightWorks
310Fog FG effectPartialGraphics are not loaded correctly
311Snow FG effect 1Works
312Rise or lower while/once on Mushroom Platform lift - mechanicalWorks
313Snow FG effect 2Works
314Snow FG effect 3Works
315Cloud FG effectPartialGraphics are not loaded correctly
316Water FG effect 1Works
317Water FG effect 2Works
318Fire FG effect 1Works
319Fire FG effect 2Works
320Fire FG effect 3Works
321Light FG Effect 1N/A
322Light FG Effect 2Works
323Squishy cloud platformWorksBoth players can interact with it at the same time
324Grassland Clouds FG effectPartialGraphics are not loaded correctly
325Small Grassland Clouds FG effectPartialGraphics are not loaded correctly
# Modding 101 - Creating a Bare-Bones Level Welcome to the world of New Super Mario Bros. DS modding. Making your first level is the first step every modder takes when starting from scratch.

In this tutorial, you'll learn how to:

- Install the necessary tools to start modding - Open your ROM in the editor - Open a level from your ROM - Create a bare-bones level to build from #### Section 1: Getting Ready To edit the game, you'll need a copy of your New Super Mario Bros. DS ROM and the New Super Mario Bros. Editor (NSMBe).

We are not allowed to give a download to the ROM. If you have a 3DS, [here is a guide](https://3ds.hacks.guide/dumping-titles-and-game-cartridges.html) that lets you dump your game cartridge ROM using a modded 3DS.

For the best compatibility for more complex tasks, you will need a US region ROM.

Head over to [GitHub](https://github.com/MammaMiaTeam/NSMB-Editor/releases) to download the latest version of NSMBe from the Mamamia Team. When you click the link, you will be taken to a page that looks like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/image.png) Just click on **NSMBeX.X.X.zip** to download the editor. (The X's will match with whatever version the editor is on. As of writing this version is 5.4.1, as seen in the screenshot) Now, in your downloads folder, you need to extract the zip file. On Windows, this is done by right-clicking the **.zip** and clicking **Extract All...** Just click extract on the window that appears. You should now have a folder in your Downloads folder named **NSMBeX.X.X**. The final folder will look something like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/MqDimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/MqDimage.png)

You have now installed the necessary tools to begin modding

#### Section 2: Opening Your ROM Now that you have the editor extracted, let's open up your ROM! Inside of the **NSMBeX.X.X** folder, open the app named **NSMBe5.exe**. You should see a window that looks something like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/RBmimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/RBmimage.png) Now, click on **Open ROM...** and open your dumped ROM of New Super Mario Bros. DS

The ROM will have an extension of **.nds**

You should now see this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/lrUimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/lrUimage.png)

You have now opened your ROM in the editor

#### Section 3: Opening a Level Now for the fun part, editing a level! To start, we will open 1-1, Area 1. To do this, open the **World 1** drop down, open the **1-1** dropdown, and finally double click on **Area 1**.

Each level in the game has a various number of **Areas**. Nintendo used these as a way to keep each sub-area separated. For example, **Area 1** of 1-1 is where you start the level, and **Area 2** is the bonus room found in **Area 1**.

[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/YpKimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/YpKimage.png) You will now be presented with the level view: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Vlbimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Vlbimage.png)

If the level view appears too small, you may need to modify the config file. To do this: open the file named "NSMBe5.exe.config" using Notepad, delete the lines: **<System.Windows.Forms.ApplicationConfigurationSection> <add key="DpiAwareness" value="PerMonitorV2"/></System.Windows.Forms.ApplicationConfigurationSection>** After deleting the lines, save the file, restart the editor, and open **Area 1** again.

You have now opened a level from your ROM

#### Section 4: Creating a Bare-Bones Level It is best practice to start from a blank level, so let's clear out the existing level by pressing **Ctrl+A** to select everything in the level, followed by clicking the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/dktimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/dktimage.png)at the top of the editor window. Your blank level will look like this: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/mVEimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/mVEimage.png) > ##### Now that we have a blank level, what do we need to add back? All levels in NSMB DS must at *minimum* have a **Start Entrance** and at least one main **View**. With that being said, let's add them back! To begin, we will add the main view. To do this, click on [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/9sYimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/9sYimage.png) in the sub-menu bar. This will show a list of all the views in the level (or it would if we didn't just delete everything in the level). To create a view, all we need to do is click on **Add**. Your level will now have a transparent box: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/YQiimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/YQiimage.png) You'll notice a bunch of settings here. For now, the only thing you need to worry about is checking **Scroll vertically**. This allows the in-game camera to follow Mario up and down inside of your level.

The **View** defines the bounds of your level. The camera is not allowed to go outside of the current view. Mario can go above the view, however the camera will not follow him. The sides of a view will stop Mario. Mario will die if he falls below the bottom of the view.

Click and drag the small box that says **View 0** and move the **View** to the top left of the level. While we're moving the view, go ahead and grab the bottom right box and extend the view to be one square big. You're level should look like this now: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/IG1image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/IG1image.png) Now, let's create the **Start Entrance**. Click on the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Mehimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Mehimage.png) button in the sub-menu. Similarly to the views button, this will give a list of every **Entrance** that is in this level. Go ahead and click on **Add** to create a new **Entrance**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/TZeimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/TZeimage.png) Once again, there are a few settings on the entrance that you can play with but for now let's just move the entrance inside of our **View**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/TU5image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/TU5image.png) There we go! We have what's at *minimum* required. However...if we were to play this level now, Mario would just fall down and die. Let's add a floor and the **Goal Pole's Flag** to this level! To get to the **Tile** picker, click on the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Q9wimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Q9wimage.png) button (and also click on **Tileset 1** if it is not already selected). Your side bar should now be filled with **Tiles**! [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/pxeimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/pxeimage.png) Go ahead and pick the tile I have selected (highlighted in red in the screenshot), then right-click to place the tile in our view. After this, you can grab the corner of the tile and stretch it out across the view. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/ceoimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/ceoimage.png) Not bad! Now, let's make a **Goal Pole** for Mario to clear the level with. First off, click on the [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/Ob6image.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/Ob6image.png) button in the sub menu to bring up the **Actor List**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/O9rimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/O9rimage.png) This is every **Actor** in the game. You'll become familiar with more **Actors** as you begin making levels. For now, enter "Goal Pole's Flag" into the search box. This will now filter out all other **Actors**. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/6Ubimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/6Ubimage.png) Click on the **Actor** in the list, then right click in the level like you did for the tile. This will add the **Goal Pole's Flag** into the level. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/hnXimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/hnXimage.png) On the left, you'll notice that some options for the **Goal Pole's Flag** has appeared. All **Actors** will have an options menu appear for them when they are highlighted in the level. All that's left to do now is finish tiling the **Goal Pole**.

Test your knowledge! The **Goal Pole** tiles are located in **Tileset 0**, try and build the flag like the next screenshot! Here's a tip, the **Goal Pole** is 9 tiles high and two tiles wide.

[![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/K3Oimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/K3Oimage.png)With the flag created, we now need to build the castle. To begin, head over to **Tileset 2** and click on the castle. Now, right click to place the castle and drag it to create the castle. Your level will look like this now: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/mciimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/mciimage.png) We're almost done. The castle in this game is composed of three tiles: the castle we just created, the wall that will stop Mario, and the roof that allows the small flag to show up after you cleared the level. Select the wall from the tile picker: [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/CPPimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/CPPimage.png)Drag this wall over the castle you created. [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/vSgimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/vSgimage.png)Lastly, drag the roof tile over the castle like you just did for the wall [![image.png](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/scaled-1680-/1fWimage.png)](https://bookstack.nsmbcentral.net/uploads/images/gallery/2024-02/1fWimage.png)

You have now created a bare-bones level

You can now save your level using the save icon or by pressing **Ctrl+S**.