I’ll explain to you the basic concept of MarisawaPaint to create your own stages for Super Marisa World…

You can find links here…Step 1. Make sure your Super Marisa World is updated to 1.05 at least…
Step 2. Download MarisawaPaint
Step 3. In the ‘UserStages’ folder found in your SMW folder, create a new folder and name it whatever you want your stage to show up as in game. Note… you can’t use spaces of SMW won’t recognize it as a stage…
Step 4. Use MarisawaPaint to create your stage and save each map into the folder for that stage you just made.
The menusFile Menu
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1. New Map
2. Open Map
3. Save Map
4. Save Map As

Edit Menu
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1. Undo
2. Redo
3. Map Options (brings you back to the option screen when you first created the map)

Pretty self-explanatory…
One thing though… when you save… the program doesn’t change what sace reference file it is reading… Err in easier words… let me just explain it…
If you open up a map… it will show up that you are reading this map on the Title Bar… When you select Save As.. you get to save the map as whatever file name you want… Usually once you do so it changes the file that appears in the Title Bar to whatever you just saved… However this doesn’t do that and it keeps the same file name in the Title Bar… So in other words… you can open a map and then use Save As to save the editted map as another name but if you use ‘Save Map’ it will overwrite the file you opened even if you already selected ‘Save Map As’… So you’ll overwrite the old file that you opened before and not the new file you just created using ‘Save Map As’
Makes sense? Just trying to prevent unfortunate loss of data which happened to me a few times…
Whatever… Moving along…

First thing you’ll see in the top left of this menu you hit once you click New Map or Map Options is the dimensions of the map… On a game screen… you can see approximately 20 x 15 squares…. but of course it could be bigger…
Next would be the background and bgm that is playing… This is in the bottom left… If I remember correctly… the top one is for bgm and the bottom was for background image…On the right of that picture is a portion of the palette window…
The three highlighted boxes are what you change your brush mode with…
The first is a point brush and adds whatever group of objects you select to the screen for one click. Your basic section by section brush…
The second is the box brush… it’s like the point brush except the fact that it will create an even pattern of whatever tiles you have captured for your brush.
The third is the paintbucket mode… Click and then it changes everything to what you have selected… You know… just like in MS Paint… The paint bucket tool?
Left-click to add items to your map… Right click the map screen to select squares for your brush… Left Click on the palette to select squares for your bursh… Right-click and drag to select an area of squares for your brush…
Next part… the palette…

I’m sure you know what each of the following squares do if you have played the game… I won’t explain all but one thing…
Starting from left to right…1. Empty Block
2. Broom
3. Miko Power
4. Rumia Meat
5. White Fuzzy
6. Empty

So here’s one of the event item screens…In MarisawaPaint… there are two layers… the terrain and there are events…Enemies, pipe commands, stars, locations, and moving platforms are events…
To start… I’ve highlighted what the top 4 squares mean and what they are used for… Just refer to the picture…
StartPoint: It’s where you start the stage… duh… Place this at the feet of where you want Marisa to start…(Marisa is 2 squares tall)
CheckPoint: It’s a check point… what else could I say… Place this in the bottom right hand square of the checkpoint… btw… a checkpoint, in-game, takes up a 2×2 square so that’s what I mean by the bottom right hand corner…
Koakuma and Adult Koakuma: The goal… place these at the feet of where you want Koakuma to be standing…
From top-to-right…White Fuzzie: Walks on the platforms and turns when it reaches the end… (1×1)
Black Fuzzie: Floast in air and slams straight down upon Marisa if she is 1 square away… Place this in the top-left corner of where you want the fuzzie…(2×2)
Sky Blue Fuzzies(x3): Floats and flies in the pattern depicted… Up and down… Left and right… or in a wave motion across the screen…(1×1)
Yellow Fuzzie: Walks a little… then takes 3 small hops then takes a large hop… (1×1)
Red Fuzzie: Charges towards the player… Jumps if reaches the end of flooring or a raised portion of terrain… Then stops… Place in the bottom left of where you want the fuzzie(2×2)
GreyFuzzies(x2): They walk around the platforms in the direction depicted on the picture… The can walk sideways and upsidedown…(2×2)
GreenFuzzie(x2): Comes out of a pipe and fires a bullet… Place on the left hand side of the edge of the pipe…(1×1)
Blue Fuzzie: It’s a bigger white fuzzy that takes 2 hits….(2×2)
Orange Fuzzie: Breaks free from the ground, jumps straight up and then rapidly follows the player… (1×1)
Hopping Green Fuzzie: Walks a little while firing bullets into the sky towards the player… Then jumps up or drops down between levels… (1×1)
Long Yellow Fuzzy: Acts like a white fuzzy… can only be killed by Miko powers… when stepped on… turns red and walks faster…
Red Fuzzies(x2): Either fires upwards and then comes straight backdown or fires downwards and goes back up… like a lavaball in Mario… (1×1)
Chain-ball fuzzie: It randomly attacks towards a direction in a certain radius… Can not move and the head is attached to one pivot point…Alright… time to explain how the piping works…
You can see you got 4 sets of 1-16 numbers…The black side is what you use to let you go into a pipe or magical floor or wherever you want to put it…The white side is what you use to indicate where you come out… 2 sets for upward facing pipes… 2 sets for downward facing pipes…To use a pipe… you need a black and a white of the same number to be located somewhere…
You place the black numbers on the left side of the opening near the edge…
You place the white numbers near on the right side near the edge…
Be sure to only use each exit number only once…
You can use the entrance number as many times as you want…
Note… you don’t have to put the numbers on pipes…
For the UserStages… the thing that indicates a stage is the folder… not the maps…The folder as a whole is the entire stage… you can place many maps within a folder and it will be considered one stage…
Remember… the folder can be named whatever you want just as long as it doesn’t have a space in the name…
Continuing… you can link maps together using the piping events I explained earlier… Just have one entrance event on one map and then put the corresponding exit event on a different map and there you go… a pathway was created between the two maps…
Stars are considered to be events also. You can have as many stars as you want on a stage. They however can not overlap other events.On the bottom of the editor… there are three boxes… One of them shows you the coordinates of the current overshadowed square…One shows you the area of the screen which you currently are showing… and one shows you how many stars are on this map out of the entire stage…That’s basically all you need to know to use the program. I shall look into what each power-up block produces and what that portion of the options I didn’t explain does. Aside from that… hope this helps you when using MarisawaPaint to create your own SMW stages.This is Eryth and that was the MarisawaPaint tutorial. Thank you. Leave comments if you wish. Enjoy… ^^


