Once you finish making a world in the editor, save it, then open it with notepad. Scroll down until you see this.

`#Stages`

#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings (see sample tour file for details)

#Stage Type 1,Bonus House Name,Sequential/Random Order,Display Text,Powerup List

0

Change the 0 to the number of levels in your world, then add the levels below. Like this:

`#Stages`

#Stage Type 0,Map,Mode,Goal,Points,Bonus List(Max 10),Name,End World, then mode settings (see sample tour file for details)

#Stage Type 1,Bonus House Name,Sequential/Random Order,Display Text,Powerup List

11

0,Kuribo Battle 2,5,30,1,0,Battle in Shoes,0,30,1,0,0,0,0,0,0,0,0

0,Kuribo Digging,0,12,1,0,Dig This Place Up,0,0

0,Rising Flood,9,120,1,0,Oh No A Flood,0,1

0,Hidden Battle,4,20,1,0,Can't See Anything,0,0,5

0,Sailing Ship,7,10,1,0,Sailing on the Sea,0,1,0,1,0,0,0

0,Between Lava,0,18,1,0,Don't Get Burned,0,0

0,Hazardous Flames,18,1,2,0,Hazards Everywhere,1,10,10,30

0,Run From Spikes,20,50,2,0,Spikes are Deadly,0,5,3,0,0

0,Bonus Room,24,10,1,0,Pipe Minigame,0

1,Toad's House,1,Do you want to attack|other players?|Use one of these!,p19,p5,p11

1,Toad's House,1,|These here are reserve powerups!,p9,p10,p22

You can find the right numbers for the modes from here:

`#Modes`

#0 = Classic

#1 = Frag

#2 = Time Limit

#3 = Jail

#4 = Coins

#5 = Stomp

#6 = Eggs

#7 = CTF

#8 = Chicken

#9 = Tag

#10 = Star

#11 = Domination

#12 = King of the Hill

#13 = Race

#14 = Owned

#15 = Frenzy

#16 = Survival

#17 = Greed

#18 = Health

#19 = Card Collection

#20 = Phanto Chase

#24 = Pipe Minigame

#Version

1.8.0.0

#Mode Options

#0 - Classic

#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#1 - Frag

#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#Scoring - 0 for all kills and 1 for push kills only

#2 - Time Limit

#On Kill - 0 for respawning on kill, 1 for shield and player keeps playing

#Scoring - 0 for all kills and 1 for push kills only

#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#3 - Jail

#Style - 0 for Classic, 1 for Owned and 2 for Free For All

#Free Timer - None = 1, all other numbers greater than 1 are number of frames the jail will last (example: 620 is about 10 seconds)

#Tag Free - 0 = Off, 1 = On

#Percent Jail Key - number between 0 and 100 indicating the percent chance that a jail key will appear from a powerup block

#4 - Coins

#Penalty - 0 = Off, 1 = On

#Quantity - any number greater than 0

#5 - Stomp

#Rate - Relates to the number of frames between spawns. The smaller the number, the faster the spawning (example: 30 is "Very fast" and 120 is "Slow")

#Goomba Weight - any positive number including 0, used in conjunction with the other weights below. If goomba rate is 2 and koopa and cheep cheep is 1, then there will be a 50% chance the next enemy will be a goomba (2 + 1 + 1 = 4, 2 / 4 = 50%)

#Koopa Weight - any positive number including 0

#Cheep Cheep Weight - any positive number including 0

#Red Koopa Weight - any positive number including 0

#Spiny - any positive number including 0

#Buzzy Beetle - any positive number including 0

#Paragoomba - any positive number including 0

#Parakoopa - any positive number including 0

#Red Parakoopa - any positive number including 0

#6 - Eggs

#Green Eggs - number of green eggs to play with

#Red Eggs - number of red eggs to play with

#Yellow Eggs - number of yellow eggs to play with

#Blue Eggs - number of blue eggs to play with

#Green Yoshis - number of green yoshis to play with

#Red Yoshis - number of red yoshis to play with

#Yellow Yoshis - number of yellow yoshis to play with

#Blue Yoshis - number of blue yoshis to play with

#Explosion Timer - number of seconds until eggs explode - 0 for off any positive number is the number of seconds (5 is 5 seconds until explosion)

#7 - CTF

#Speed - 0 = stationary, any number greater than 0 causes bases to move. The larger the number, the faster they go.

#Touch Return - 0 = Off, 1 = On

#Point Move - 0 = Off, 1 = On

#Auto Return - 0 = No auto return, any number greater than 0 is the number of frames before it returns (example: 620 is about 10 seconds)

#Need Home - 0 = Off, 1 = On

#Center Flag - 0 = Off, 1 = On

#8 - Chicken

#Show Target - 0 = Off, 1 = On

#Chicken Glide - 0 = Off, 1 = On

#9 - Tag

#Touch Tag - 0 = Off, 1 = On

#10 - Star

#Time - any number greater than 0, number of seconds between scores

#Star Type - 0 = Ztar, 1 = Shine, 2 = Multi Shine, 3 = Random

#Percent Extra Time - number between 0 and 100 indicating the percent chance extra time will appear from a powerup block

#11 - Domination

#Quantity - 1 to 10 is that number of bases, 11 to 18 is #Players - 1 to #Players + 6, 19 on up is 2xPlayers - 3 on up

#Relocate - 0 = Never, all other numbers greater than 1 are number of frames until the bases relocate (example: 620 is about 10 seconds)

#Lose Bases on Death - 0 = Off, 1 = On

#Move Bases on Death - 0 = Off, 1 = On

#Steal Bases on Death - 0 = Off, 1 = On

#12 - King of the Hill

#Size - number greater than 1 (example: 3 for 3x3 base)

#Relocate - 0 = never, all other numbers greater than 0 are number of frames until the zone moves (example: 620 is about 10 seconds)

#Max Multiplier - 1 = no multiplier, all numbers 2 through 10 is the maximum multiplier that the player can achieve

#13 - Race

#Quantity - any number greater than 1

#Speed - 0 = stationary, any number greater than 0 causes bases to move. The larger the number, the faster they go. (2 is "Very Slow" and 6 is "Fast")

#Penalty - 0 = none, 1 = one goal, 2 = all goals

#14 - Owned - None

#15 - Frenzy

#Limit - 0 = single card (like old bob-omb mode), 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up

#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)

#Store Shells - 0 = Off, 1 = On

#Bob-omb Powerup Weight - any positive number including 0, used in conjunction with the other weights below. If star powerup rate is 2 and flower is 3 and 1up is 1, then there will be a 33% chance the next powerup will be a star powerup (2 + 3 + 1 = 6, 2 / 6 = 33%)

#Fire Flower Powerup Weight - any positive number including 0

#Hammer Powerup Weight - any positive number including 0

#Feather Powerup Weight - any positive number including 0

#Boomerang Powerup Weight - any positive number including 0

#Ice Wand Powerup Weight - any positive number including 0

#Bomb Powerup Weight - any positive number including 0

#Leaf Powerup Weight - any positive number including 0

#P-Wings Powerup Weight - any positive number including 0

#Tanooki Powerup Weight - any positive number including 0

#POW Powerup Weight - any positive number including 0

#MOd Powerup Weight - any positive number including 0

#Bullet Bill Powerup Weight - any positive number including 0

#Podoboo Powerup Weight - any positive number including 0

#Green Shell Powerup Weight - any positive number including 0

#Red Shell Powerup Weight - any positive number including 0

#Spiked Shell Powerup Weight - any positive number including 0

#Buzzy Shell Powerup Weight - any positive number including 0

#Random Powerup Weight - any positive number including 0

#16 - Survival

#Thwomp Weight - any positive number including 0, used in conjunction with the other weights below. If thwomp rate is 2 and podoboo and bowser fire is 1, then there will be a 50% chance the next hazard will be a thwomp (2 + 1 + 1 = 4, 2 / 4 = 50%)

#Podoboo Weight - any positive number including 0

#Bowser Fire Weight - any positive number including 0

#Density - number relating how fast the hazards appear, the smaller the number the faster they come (10 is "High" and 40 is "Very Low")

#Speed - any number greater than 0. The larger the number, the faster they go. (2 is "Very Slow" and 8 is "Very Fast")

#Shield - 0 = Off, 1 = On

#17 - Greed

#Coin Life - time until coins disappear - number of frames until the bases relocate (example: 620 is about 10 seconds)

#Own Coins - 0 = player cannot collect his own coins, 1 = he can

#Multiplier = how many coins are released from players, 1 = 0.5x normal, 2 = normal amount, 4 = 2x, 6 = 3x, ect.

#18 - Health

#Start Life - Number of hearts each team starts with - number between 1 and 10

#Max Life - Number of hearts that a team can collect up to - number between 1 and 10

#Percent Extra Life - Percent chance a special heart powerup will spawn from a powerup block - number between 0 and 100

#19 - Card Collection

#Limit - 1 to 5 = that number of cards, 6 on up = #players - 1 cards on up

#Rate - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)

#Bank Time - 0 = instant, any number greater than 0 is the amount of time in frames that is between card spawns (example: 310 is about 5 seconds)

#Card Life - 0 = no cards released, any number greater than 0 is the amount of time in frames that a card lives for (example: 310 is about 5 seconds)

#20 - Phanto Chase

#Phanto Speed - Any positive number, the bigger the greater the speed (5 is normal, 2 is very slow and 7 is very fast for example)

#Yellow Phanto Quantity - Number of yellow phantos from 0 on up

#Red Phanto Quantity - Number of red phantos from 0 on up

#Green Phanto Quantity - Number of green phantos from 0 on up

#24 - Pipe Minigame

No Options

For vehicles, change the first number in each row to the level number:

`#Vehicles`

#Sprite,Stage Type, Start Column, Start Row, Min Moves, Max Moves, Sprite Paces, Sprite Direction, Boundary

8

3,6,4,7,5,8,1,0,0

3,7,11,4,5,8,1,0,0

3,8,17,8,5,8,1,0,0

3,9,11,10,5,8,1,0,0

4,10,10,13,5,8,1,0,0

7,11,9,6,5,8,1,0,0

7,12,15,4,5,8,1,0,0

7,13,14,6,5,8,1,0,0

At the bottom, you can choose the initial items. You can use this image to find the code for the item you want:

Use the letter to the left of the powerup you want, followed by the number below.