Super Mario 63/Printable version


Super Mario 63

The current, editable version of this book is available in Wikibooks, the open-content textbooks collection, at
https://en.wikibooks.org/wiki/Super_Mario_63

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Introduction

Super Mario 63 is a notable unofficial 2D Mario fan game created by Runouw that gained popularity on Newgrounds.com. It is a single player platforming title, and in part uses music and 2D sprites from Nintendo games to mimic the franchise. Super Mario 63 is a play on Super Mario 64, but it features enemies, characters, and abilities from several other games of the Mario franchise, as well as a level designer that allows creating custom levels.

Players can create and upload additional courses. Note that many web sites have other earlier versions of the Flash game that lack the extended animated intro, as well as some cutscenes, stars, and star coins.

History

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In 2005, Runouw released a game called Super Mario Sunshine 64 as their first official flash player game. Runouw then decided to remake it and titled Super Mario Sunshine 128. It was planned originally to be playable on the Wii on Wiicade, but was denied (by Nintendo) for IP-related reasons. Later, for aesthetic purposes, it was renamed to Super Mario 63 and released on Newgrounds and SheezyArt in mid-2009.

Story

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Mario decides to go to Princess Peach's Castle. After he gets there, Bowser springs a surprise attack from his airship and kidnaps the princess. Bowser and Kamek then break the Power Orb and leave. After Mario wakes up and he meets Toad Eddie, he finds a Shine Sprite on the ground. Mario follows Eddie on an adventure to get to the Power Orb and place the Shine Sprite there to restore order to Mushroom Kingdom.


Gameplay

Super Mario 63 is beautifully paced and quite forgiving, so explore the castle and explore each level on your own. Read the tips below, and consult the Walkthrough if you're stuck.

Motion tips

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  • Usually you should spin the X key when falling to fall more slowly.
  • If there's a creature above you in the way of a platform, jump up and spin the X key to knock it out before trying to time the platform.
  • On horizontal moving platforms, stay close to the leading edge, it gives you more space and time to land back on the platform after jumping.
  • In general jump at the top of a platform's travel.
  • It's easier to aim falling in a straight line, so jump to a platform moving vertically rather than horizontally.
  • If you're falling, land on enemies for a bounce that breaks your fall.
  • In water, always use turbo FLUDD if you have it to zoom past pesky fish.

Tips for each land

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  • Always zoom out (the - key) as much as you can to see unexpected traps.
  • Always travel to the edges of the screen in case there's more land to explore. That includes the sky or ceiling!
  • If there is a line of coins in some direction, follow it!
  • Apart from some "one shot" special courses, you have multiple tasks to accomplish in each land, and the moment you get a shine sprite you exit the painting. So you don't have to get everything on each run.
  • However, getting a star coin doesn't end the level, so always grab a star coin if you see it.
  • When you re-enter a land the game remembers what FLUDDs you had enabled for it, so always grab FLUDDs when first exploring.
  • Don't grab every coin unless you're trying to set a record; only grab coins to refill your health. This is especially true underwater where coins give you air as well as health.
  • Always spin or stomp wood blocks and stone covers.


Controls

Button Function
Jumps.
or eat a penies
Crouches.
Z Used to read signs and talk to people.
X Performs a spin attack.
C or Space Uses the F.L.U.D.D you have equipped. It's also used to launch Mario from cannons.
P Pauses the game. While paused, you can look at the Star Map, switch your F.L.U.D.D, and change the options.
⇧ Shift Quickly switches through your F.L.U.D.D nozzles.
- Zooms the camera outwards.
+ Zooms the camera inwards.
Double-tap or Moves left and right much faster.
then + or Does a backflip. The Left/Right Arrow you press is opposite of where Mario is facing.
×2 Performs a double jump. It is slightly higher than a regular jump.
×3 Performs a triple jump. It is higher than both a regular jump and a double jump.
in midair Dives forward. Initiates flight if Mario is wearing the Wing Cap.
Z in midair Performs a stomp. Can be used to destroy crates and defeat enemies.
X in midair Glides. Useful for making long jumps without the assistance of F.L.U.D.D.


Story

The story of Super Mario 63 follows a plot much different from Super Mario 64 or Super Mario Sunshine.

Plot

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Introduction cinematic

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At the beginning of the game's tutorial, Mario is on his way to Princess Peach's castle, where she and her retainers, the Toads, are planning a surprise party for him. Following this brief cutscene is the tutorial level. Once Mario enters the Warp Pipe at the end of the level, a new cutscene begins.

Bowser approaches the castle

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Bowser is shown approaching Peach's Castle in an airship staffed by many Koopas. Kamek, a high-ranking official and Bowser's childhood teacher/caretaker, informs Bowser that his airship is fully prepared for combat. Bowser begins phase 1 of his "master plan", which is to invade Peach's Castle.

Arrival of Mario and Bowser

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Meanwhile, Mario is shown approaching the castle. A Toad informs the princess that he had finished hanging banners in the castle for Mario's surprise party. Peach tells the Toads that Mario's cake, which is still sitting in the refrigerator, must be heated up for the party. A Toad runs into the castle to take care of it, telling her that there should be enough time, as Mario must be half an hour from the castle. Other Toads to the left of the princess argue over what exactly is the occasion that they are celebrating.

Mario subsequently arrives, surprising the princess and the Toads, one of whom notes the irony. Peach apprises Mario of his swiftness, then a Toad notices a noise. All turn to the side and notice Bowser's airship, which now has the Bullet Bill Base activated. Bowser orders the invasion to begin. Bullet Bills are shot at the castle, though the castle's force field deflects them. Goomba paratroopers parachute down to the ground. Toads run about, panicking. Kamek flies toward the castle, penetrating the force field with a magic spell that created a temporary hole.

Mario is shown panicking as well, but as soon as Kamek arrives to attack Mario, Mario engages in combat with Kamek, avoiding his spells and summoned enemies. Off to the side, Bowser confronts Princess Peach and breathes fire at her, which she blocks by holding a Toad in front of her, sacrificing him. Bowser then orders Kamek to get rid of Mario. Kamek hesitates, then responds to his order, but instead uses his magic to anesthetize Mario rather than kill him.

Bowser enters the castle

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Bowser then enters the castle and finds the Shine Sprite Orb, the entity responsible for guarding the Orb of Power. Upon request, Kamek gives Bowser a status report, stating that the Toads have retreated to safety and that princess has been captured. Kamek tells Bowser that Mario is unconscious and will not awake for a few hours, but announces that the battle was won. Bowser affirms that everything is going according to his plan. By Bowser's order, Kamek destroys the Shine Sprite Orb, releasing the Shine Sprites; Kamek remarks that they will drift around aimlessly until they are eventually lost forever. Kamek asks about Mario, but Bowser tells him that having Mario around will not be a risk to his plan, as Bowser is content with having him as an opponent. Bowser then begins his search for the Orb of Power, which is revealed later in the story to have been successful.

Mario's convalescence

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Bowser and Kamek having evacuated, Mario is woken up by a Toad named Eddie after four hours of trying. Eddie remarks that the kingdom is shrouded in darkness, indicating that the Shine Sprite Orb must have been broken. Mario reacts in shock, but notices a Shine Sprite laying in the brush in front of the castle. He picks it up and plays with it as Eddie explains that the Shine Sprites were not destroyed, just scattered. He tells Mario that there is hope to restore the world if the Shine Sprites are brought back to the castle.

Upon entering the castle, Eddie remarks that the castle is also dark inside, but invites Mario to follow him upstairs to the room where the Shine Sprite Orb used to be. Eddie asks Mario to hand the Shine Sprite to him, but it automatically places itself in the correct place and reforms the Shine Sprite Orb around itself. Eddie instead volunteers to stand guard in the room while Mario goes out to collect enough Shine Sprites to override the spells that were placed on the castle, which is revealed later in the story to be 32. Eddie informs Mario that one of the rooms in the Main Hall only needed that first Shine Sprite present to be unlocked. Mario then enters the magical paintings in various rooms to access other places in the world where Shine Sprites may be found, which is the main focus of the game. Each time Mario collects a Shine Sprite, its magic returns him to the castle. As more Shine Sprites are returned to the castle, various spells on the castle that kept certain doors locked are progressively lifted.

The Dark World

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After having collected at least 8 Shine Sprites, Mario is able to open a door that leads to a lair Bowser has set up in the Dark World. Mario makes his way to a warp pipe that leads to a platform where Bowser is waiting. Bowser taunts Mario and the two fight. Bowser breaths fireballs and flames and attempts to pounce on Mario. Mario is able to swing Bowser by the tail into bombs beside the arena three times, causing Bowser to leave defeated. He drops a key and Mario picks it up, using its magic to return him to the castle. The key allows Mario to access the castle's basement, but Bowser's voice is heard through the key, warning Mario that he cursed the key to warp Mario far from the castle.

Mario ends up in the Mushroom Kingdom Outskirts, where the second tutorial takes place. Here, the player will learn about how to use the other two F.L.U.D.D. nozzles, allowing them to be unlocked in each level. Upon collecting the Shine Sprite, Mario is returned to the castle.

Peach's Garden

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After having collected at least 10 Shine Sprites, Mario is able to access the backyard. In the backyard is Princess Peach's garden, where Kamek is located. He discovers Mario and proceeds to fight him by summoning hordes of enemies. As the battle progresses, Kamek creates warp pipes to bring in more enemies. Eventually, Kamek grows tired and summons Goomboss to deal with Mario. This allows Mario to take the offensive, and upon defeating Goomboss with three ground-pounds, a unique Shine Sprite is freed and Mario collects it.

The Ancient Fortress

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After having collected at least 20 Shine Sprites, Mario is able to open a door that leads to another lair Bowser has set up in the Ancient Fortress. Mario makes his way to a warp pipe that leads to a platform where Bowser is waiting. Bowser tells Mario that he had to retrieve something from this lair and was just about to leave, but now that Mario is here, he will fight him. Bowser admits that he was worried that Mario had caught onto his plan, but asserts that he is elated to see Mario having fallen for his trap, and proceeds to attack Mario. Bowser uses his prior techniques but changes up the timings, and also gained the ability to create shockwaves after jumping. After being hit by the bombs three times, Bowser drops a second key. Bowser, tired, explains his Master Plan to Mario.

A cinematic plays as Bowser speaks. Bowser tells Mario of his Master Plan, which is to bring about the Apocalypse by summoning a meteor using magic from the Orb of Power. The meteor will be set to impact the planet exactly where Peach's Castle sits, and will destroy the world, including the Mushroom Kingdom, and every living thing within. Bowser's castle will be protected from the disaster because he has set up a defensive force field around it, protecting it. Once civilization and nearly all life is extinguished, Bowser will send out the Koopas in his castle, whom he calls "his Master Race", to repopulate the world and rule over it, with himself as the absolute monarch of the world.

The cinematic ends, and Bowser taunts Mario about his demise. Mario attempts to attack Bowser, but he uses the Orb of Power to teleport away. The Ancient Fortress begins to collapse, but Mario grabs the key in time for it to teleport itself and him back to the castle before he is crushed by a sile.

Mario reappears outside the castle. Eddie, accompanied by another Toad, rushes to welcome him, telling Mario that he was worried about how long Mario was away in the Ancient Fortress, and how overjoyed he is about his return. Just as the Toad with him notices Mario is exhausted, a new Toad runs up and accurately surmises what had happened between Mario and Bowser. Many more Toads arrive on the scene to discuss the situation, one of them making the argument that the second key will provide access to a room that may house the princess, only to be countered by another Toad.

Suddenly, the ground shakes as Bowser's voice is heard from the sky. He introduces himself to the Mushroom Kingdom as King Bowser, Lord of the Koopas, and soon-to-be Supreme Ruler of the World. He tells them that they will all die in two days, and though he has only captured Princess Peach and her castle, he has yet to do the same to the entire kingdom. Bowser also attempts to fool the Toads into believing that Princess Peach has switched to Bowser's side and intends to stay with Bowser in his safe castle. He gives the inhabitants of the Mushroom Kingdom an ultimatum, to join or die.

The Toads, many of whom are panicking, discuss their options, eventually deciding on shooting Mario into the sky using the directed Sling Star, over the gates, into the grounds of Bowser's Castle.

Kamek's Castle

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After having collected at least 24 Shine Sprites, Mario is able to access another room in the castle. Mario uses a directed Sling Star within to reach Kamek's Castle, located in the outskirts of Bowser's Castle.

Upon entering the level, Kamek is seen venting to a Parakoopa, presumably a brass hat. It is revealed to the player that Kamek was the true spearhead of Bowser's Master Plan. Kamek also states that Bowser had to borrow magic from him to create the Airship and to command his forces. He also reveals that Bowser could not find the Orb of Power on his own; rather, Kamek was able to ascertain its location himself and instead directed Bowser to where it was.

Bowser is revealed to have demoted Kamek from his high rank as an officer, who emphasizes that, in doing so, Bowser essentially fired his teacher. Kamek affirms his suspicions that Bowser would not be able to handle the power given to him by the orb. He suspects that the Orb of Power somehow possessed Bowser, based on the fact that Bowser believes the meteor will merely extinguish the current biosphere sans Bowser's Castle and leave behind a new land for Bowser to colonize, which is not the case, as the meteor he is summoning will end up destroying the entire planet. Kamek expresses the betrayal he feels, considering he raised Bowser from infancy. He makes the decision to turn his back on Bowser as he had done to him, and vows to defeat Bowser himself, becoming a hidden third party.

Kamek tells the Parakoopa that Bowser has always treated him without respect or due decency. A recreation of a scene from the end of Super Mario World 2: Yoshi's Island is shown to the player, wherein Kamek demands Yoshi hand over Baby Mario (not depicted). Kamek's shouting awakens Bowser (as a baby), who begins throwing a tantrum and knocks the panicking Kamek unconscious.

Kamek finishes his rant, when the Parakoopa notices Mario far off in the distance. Kamek shouts and Mario that although they share a common enemy, they are still enemies themselves. Kamek then proceeds to summon waves of enemies as he did in Peach's Garden, only this level is an auto-scroll level. Once again, Kamek grows tired eventually and summons a Big Bully to kill Mario so that he is free to leave. Upon defeating the boss by pushing it into the lava three times, Mario can collect another unique Shine Sprite to return to the castle.

Bowser's Castle

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Once Mario has collected 32 Shine Sprites, the last spell on the castle is lifted, which had caused the staircase in the highest chambers of the castle to become endless, preventing the top from being reached. Mario is able to ascend the staircase and reach the Sling Star directed at Bowser's Castle.

After making his way to the entrance, Mario must collect the four Bowser Keys in the castle to reach the upper levels. Bowser is found in his Koopa Clown Car. He taunts Mario again, then begins attacking Mario by crushing him with his Koopa Clown Car, breathing fireballs and flames, and casting spells.

After jumping on Bowser's head three times, the Koopa Clown Car explodes, as well as Bowser, who is revealed to have not been the real Bowser, but a robotic decoy. Bowser announces to Mario that the meteor is fully charged and ready to launch. A Sling Star appears, propelling Mario into the upper atmosphere where the top of the tallest tower of Bowser's Castle is. After making his way up to the tower by traversing through floating debris and using more Sling Stars, Bowser reveals to Mario that he is elated about his arrival. He tells Mario that the meteor is minutes from launch, and that using magic from the Orb of Power and from Kamek, he will finally defeat Mario.

Bowser alters the local gravity field, forcing Mario to fight him on a platform upside-down. Bowser retains his abilities from the second battle, and Mario must again thrice launch Bowser into floating bombs, though this time in an anomalous gravity field. After the third impact, Bowser falls down beside the tower, and the gravity anomaly is undone, returning Mario to the top of the tower. Peach's cage is unlocked, and she thanks Mario for saving him. Peach tries to talk to Mario about saving the Mushroom Kingdom, but is interrupted by the meteor beginning to launch.

Kamek flies up to Mario and Peach, apprising them of the true nature of the situation. He says that Bowser would only ever intend to rule over the world, not destroy it, and that the destruction of the world was the intention of the Orb of Power, which had possessed him. Kamek states that there is no way to stop the meteor this close to the launch time, but suddenly realizes that if he reverses the force field on Bowser's castle, the explosion of the meteor will be trapped inside. He casts a spell to do so, and urges Mario and Peach to escape. He offers the two a ride on his broomstick back to the castle, but a meteoroid slams into the tower, knocking Mario off. Kamek escapes with Peach, forced to leave Mario behind. Mario regains his footing and finds a F.L.U.D.D. Hover Nozzle to aid his escape from Bowser's Castle. He must race the meteor, reaching the Sling Star directed at Peach's Castle before the meteor reaches the lava field and explodes.

Ending

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Mario lands in front of the castle, where Peach and Kamek are. Kamek tells Mario that while he has helped him save the Mushroom Kingdom, the two of them will remain enemies. Kamek bids Mario farewell and flies away. Eddie and other Toads appear and propose to Princess Peach that they have the party immediately. Mario looks out into the distance, but Peach calls out to Mario to invite him inside.

After the cutscene ends, the credits roll, and the title screen is displayed.

Lore

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Removed introduction

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The game used to start with a long scrolling text wall with animated images that is only seen in the complete edition of the game, the same as the one labeled as Super Mario 63 (Complete) on SheezyArt; versions that are the same as the final edition, known as Super Mario 63 (Final) on SheezyArt, do not contain the removed introduction.

The Mushroom Kingdom is stated to have been ruled by tyrants in ancient history, who used magic to commit war crimes against political dissidents. An unnamed "ancient hero" was able to defeat the tyrants and locked all of their magic into an orb called the Orb of Power. The subsequent and current ruling dynasty, the Toadstools, guard the Orb of Power deep within the kingdom's castle from potential abusers. To do this, they used the power of the Shine Sprites, magical devices that they stored in the Shine Sprite Orb, in the room containing the stained glass mosaic of Princess Peach, the current ruler of the kingdom.

Over the long history of the Toadstool Dynasty, the location of the Orb of Power was eventually forgotten, and eventually, its existence. No one, not even the current ruler, Princess Peach, is aware of its existence, except for one person (Bowser), who is not revealed during the introduction.

Following this text wall was the introduction found in the final edition of the game.


Enemies

There are many different enemies in Super Mario 63. This page discusses their behaviors and how to defeat them. Some enemies will yield a coin upon death. Enemies respawn (reappear after death) when Mario reenters the vicinity after having previously left, but will not yield further coins upon subsequent deaths.

Health meter

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In Super Mario 63, there is a health meter at the top of the screen that appears when Mario is damaged, sometimes called the power meter. It is a silhouette of Mario's head and cap with a light wooden texture and a colored circle in the center. The meter resembles the one in Super Mario 64, though instead of requiring 1 coin to restore one health point (HP), it requires 5 coins. The letters above the meter, "POWER", will light up one-by-one as one coin out of five is collected. When the final letter "R" is lit, a health point is restored. As with Super Mario 64, Mario has a total of 8 health points; losing all 8 results in the loss of one life.

The meter's fullness is depicted by the circle's fullness. For each lost HP, a wedge will be removed counterclockwise from the meter. The circle is also tinted based on its fullness; with seven or all eight wedges, the color will be blue; five or six shows green, three or four shows yellow, and one or two shows red.

Unlike in Super Mario 64, there is a separate meter called the air meter that appears when Mario is underwater, representing Mario's breath. It looks exactly like the health meter but with all the colors inverted (orange, magenta, pale blue, deep aqua) and no letters above it. Only one coin is required to replenish one wedge of the meter.

Goomba

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Goombas are the most basic and common enemy and are found in three sizes: Mini Goomba, normal Goomba, and Huge Goomba. They run over to Mario if he is near, and hurt Mario by 1 HP on contact. Goombas themselves have only 1 HP.

  • Jump: Jumping on a Goomba is effective and will kill it.
  • Spin Attack: Spin-attacking a Goomba is effective and will kill it.
  • Yields coin?: Yes
  • Remnants?: Nothing
  • Survives in water?: No, instantly killed upon contact with water

Color variation

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Goombas are normally brown, but there are blue variants found in certain areas.

Bob-omb

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Bob-ombs are a common enemy like Goombas. When Mario approaches one, they will turn red and their fuses will light, exploding shortly after (killing itself). The explosion deals 2 HP of damage. Bob-ombs themselves have 1 HP.

  • Jump: Jumping on a Bob-omb is ineffective.
  • Spin Attack: Spin-attacking a Bob-omb is effective and will kill it.
  • Yields coin?: Yes
  • Remnants?: Nothing
  • Survives in water?: No, instantly killed upon contact with water

Koopa

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Koopas do not pursue Mario and will only march back and forth in a particular patrol area. They deal 1 HP of damage upon contact, and have 1 HP themselves. Upon death, they leave behind their shell, which is invincible, but can be "kicked" by nudging it. A moving shell is capable of destroying most enemies. Shells also float in water.

  • Jump: Jumping on a Koopa is effective and will kill it, leaving its shell behind.
  • Spin Attack: Spin-attacking a Koopa is effective and will kill it, leaving its shell behind (though presumably it hasn't died but rather retreated into its shell, though the result is the same, as if such is the case, it never emerges from within).
  • Yields coin?: No
  • Remnants?: Koopa Shell
  • Survives in water?: Conditionally. Instantly killed upon contact with water and leaves behind its shell, unless it used to be a Flying Koopa (see below) and was jumped on, in which case it can march on the seafloor unimpeded.

Flying Koopa

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Often referred to as Parakoopas, Flying Koopas hover in place. Like their terrestrial variants, they deal 1 HP of damage upon contact, though they have 2 HP themselves. Upon death, they leave behind their shell as well (see above for details).

  • Jump: Jumping on a Koopa is effective and will destroy its wings, converting it to a normal Koopa.
  • Spin Attack: Spin-attacking a Koopa is effective and will kill it, leavings its shell behind as with a normal Koopa.
  • Yields coin?: No
  • Remnants?: Koopa (from jumping), Koopa Shell (from spin-attacking)
  • Survives in water?: Yes, it "flies" underwater.

Shy Guy

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Shy Guys are uncommon enemies with 1 HP that do not pursue Mario. Upon contact, Mario will lose 1 HP.

  • Jump: Jumping on a Shy Guy is effective and will kill it.
  • Spin Attack: Spin-attacking a Shy Guy is effective if it is launched into a wall or off a ledge, but ineffective otherwise.
  • Yields coin?: Yes
  • Remnants?: Nothing
  • Survives in water?: No, instantly killed upon contact with water.

Flying Shy Guy

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Sometimes referred to as Fly Guys, they do not pursue Mario either and fly horizontally within a small area. Upon contact, Mario will lose 1 HP. These enemies have 2 HP.

  • Jump: Jumping on a Flying Shy Guy is effective and will destroy its propeller, converting it to a normal Shy Guy. Jumping on a Flying Shy Guy underwater instantly kills it.
  • Spin Attack: Spin-attacking a Flying Shy Guy is effective and will kill it.
  • Yields coin?: Yes
  • Remnants?: Shy Guy (from jumping outside water), nothing (from jumping inside water or spin-attacking)
  • Survives in water?: Yes, it "flies" underwater, but while underwater, it only has 1 HP. If converted to a normal Shy Guy, it instantly dies upon contact with water.

Bully

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Bullies are rare enemies that ram into Mario in order to push him off a ledge. Bullies have 1 HP but do not take ordinary damage, and can only be killed by sending it into lava or an abyss (see below for combat information). They do not damage Mario (unless he is pushed off a high enough ledge or into an enemy that does deal damage), but they will cause the letters above the power meter to be extinguished upon contact. This can cause Mario to require more than 5 coins to restore a health point, e.g., if Mario had required only 2 more coins to restore a health point, but was pushed by a Bully, it would now take 5 more.

  • Jump: Jumping on a Bully deals no damage. Jumping has weak knockback power, but can be effective in killing it if it is knocked into lava or an abyss.
  • Spin Attack: Spin-attacking a Bully deals no damage, but has strong knockback, and is effective in killing it if it is knocked into lava or an abyss.
  • Yields coin?: No
  • Remnants?: Nothing, though upon death by lava, they can be seen slowly melting.
  • Survives in water?: Yes, but they cannot move while underwater. They can still be knocked around by Mario.

Big Bully

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Big Bullies are a rarer variant of Bullies. Big Bullies have 3 HP, the most of any enemy. Big Bullies have the same behavior as normal Bullies (see above).

  • Jump: Jumping on a Big Bully deals no damage. Jumping has little to no knockback power, but can be effective in dealing 1 HP if it is knocked into lava or killing it if sent into an abyss.
  • Spin Attack: Spin-attacking a Big Bully deals no damage, but has fair knockback, but can be effective in dealing 1 HP if it is knocked into lava or killing it if sent into an abyss.
  • Yields coin?: No
  • Remnants?: Nothing, though upon death by lava, they can be seen slowly melting.
  • Survives in water?: Yes, but they cannot move while underwater. They can still be knocked around by Mario.

Color variation

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Bullies normally have yellow horns, but some Bullies in the Bully Tower in Lethal Lava Land have green horns, presumably to signify heightened military rank. There is one Big Bully with turquoise horns, Chief Chilly, the boss of Snowman's Land.

Boos are enemies that can pass through walls and are analogous to ghosts. Boos are invincible and cannot be killed. They pursue Mario according to the "Boo rule": if Mario is looking in their direction, they cover their eyes, become more translucent, and halt their pursuit; if Mario is looking away from them, they uncover their face, become more opaque, and continue their pursuit. They deal 1 HP of damage upon contact.

  • Jump: Jumping on a Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo downwards.
  • Spin Attack: Spin-attacking a Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo upwards and to the side.
  • Yields coin?: N/A
  • Remnants?: N/A
  • Survives in water?: Yes, as they are invincible.

Big Boo

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Big Boos are larger variants of Boos that behave the same exact way, dealing 1 HP upon contact.

  • Jump: Jumping on a Big Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo downwards.
  • Spin Attack: Spin-attacking a Big Boo is ineffective as it is invincible, but it does have knockback power and will force the Boo upwards and to the side.
  • Yields coin?: N/A
  • Remnants?: N/A
  • Survives in water?: Yes, as they are invincible.

Color variation

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Green Boos and Golden Boos will appear after the Ghostly Green and Ghostly Golden switches are triggered in Boo's Mansion. Additionally, Boos of many different sizes will appear.

Cheep Cheep

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Cheep Cheeps are fish that inhabit bodies of water but can be found on land. They are the only aquatic enemies in the game, though some enemies can survive in water. They have 1 HP and likewise deal Mario 1 HP upon contact. While in water, they will pursue Mario if he is near, but while on land, they will flop about aimlessly (still capable of damaging Mario, but unable to pursue).

  • Jump: Jumping on a Cheep Cheep is ineffective.
  • Spin Attack: Spin-attacking a Cheep Cheep is effective and will kill it.
  • Yields coin?: Yes
  • Remnants?: Nothing
  • Survives on land?: Yes, but while they can still attack Mario, they cannot pursue Mario.

Mega Cheep Cheep

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Mega Cheep Cheeps are larger versions of Cheep Cheeps with the same exact characteristics (see above), dealing 1 HP upon contact.

  • Jump: Jumping on a Mega Cheep Cheep is ineffective.
  • Spin Attack: Spin-attacking a Mega Cheep Cheep is effective and will kill it.
  • Yields coin?: Yes
  • Remnants?: Nothing
  • Survives on land?: Yes, but while they can still attack Mario, they cannot pursue Mario.

Color variation

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Green, blue, and purple Cheep Cheeps can sometimes be found. Mega Cheep Cheeps can also appear in blue.

Third variant of Cheep Cheep

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A third, extremely rare variant of Cheep Cheep is even larger than Mega Cheep Cheeps and only appears in black. Its behavior is the exact same, dealing 1 HP upon contact.

  • Jump: Jumping on this third variant of Cheep Cheep is ineffective.
  • Spin Attack: Spin-attacking this third variant of Cheep Cheep is effective and will kill it.
  • Yields coin?: Yes
  • Remnants?: Nothing
  • Survives on land?: Yes, but while they can still attack Mario, they cannot pursue Mario.

Bullet Bill

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Bullet Bills are shot out of cannons called Bullet Bill Bases. They have two modes of behavior: normal and chase. In normal mode, they fly in straight lines at the same angle as the base is oriented. In chase mode, marked by a mouth that repeatedly opens and closes, they chase Mario until they are killed or Mario is killed. When in chase mode, they can only make wide-radius turns. Bullet Bills cannot change modes; their mode is dependent on the base they are shot from, which is also unchangeable. In either mode, they deal 1 HP upon contact.

  • Jump: Jumping on a Bullet Bill is effective and will kill it.
  • Spin Attack: Spin-attacking a Bullet Bill is effective and will kill it.
  • Yields coin?: No
  • Remnants?: Nothing
  • Survives in water?: Yes, it "flies" underwater.

Goonie

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Goonies are birds that can fly through walls (presumably, past walls). They are passive enemies, meaning they cannot damage Mario. Their paths are slightly upward and to one horizontal direction only (left or right, never switching), but occasionally begin gliding at a downward angle for a short period of time. They do not damage Mario and Mario can stand on their heads and be carried along, though the angle will only be downward while Mario is atop. Jumping repeatedly can allow the overall angle to be upward, allowing for upward travel, though the player should be wary that the timing will change whenever the bird begins gliding. Goonies are invincible.

  • Jump: Jumping on a Goonie is ineffective, as it is invincible, but it does allow Mario to ride it.
  • Spin Attack: Spin-attacking a Goonie is ineffectual.
  • Yields coin?: N/A
  • Remnants?: N/A
  • Survives in water?: Yes, it "flies" underwater.

Skelegoonie

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Called Skelegoons in the level designer, Skelegoonies are rare and cannot be ridden as they will damage Mario 1 HP upon contact. They have 2 HP themselves. Their paths are slightly upward and to one horizontal direction only (left or right, never switching). Unlike Goonies, Skelegoonies are incapable of gliding.

  • Jump: Jumping on a Skelegoonie is effective, and will convert it to a Wingless Skelegoonie.
  • Spin Attack: Spin-attacking a Skelegoonie is effective and will convert it to a Wingless Skelegoonie.
  • Yields coin?: N/A
  • Remnants?: Wingless Skelegoonie
  • Survives in water?: Yes, it "flies" underwater.

Wingless Skelegoonie

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This is the form that Skelegoonies take when they lose 1 HP, but Wingless Skelegoonies can be found on their own without having been winged. They will also damage Mario 1 HP upon contact, but have 1 HP themselves. They walk along the ground but don't pursue Mario. They will not change direction unless they come into contact with a wall, and they also do not avoid falling off ledges, meaning they can kill themselves if they have access to an abyss.

  • Jump: Jumping on a Wingless Skelegoonie is effective and will kill it.
  • Spin Attack: Spin-attacking a Skelegoonie is ineffective.
  • Yields coin?: No
  • Remnants?: Nothing, but there is a particle effect upon its death resembling small bones that scatter and fade away.
  • Survives in water?: Yes, it can walk along the seafloor.

Penguin

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Penguins are passive enemies like Goonies. They do not damage Mario and are invincible. Upon contact, Mario will bounce off of them, including from an aerial trajectory. They will walk around aimlessly but are smart enough to avoid falling off ledges. If Mario comes into contact with one while equipped with an Invincibility Cap, the Penguin will be launched into the air and hover variably above Mario until Mario moves away from it.

  • Jump: Jumping on a Penguin is ineffective, as it is invincible.
  • Spin Attack: Spin-attacking a Penguin is ineffective, as it is invincible, but it does have knockback power.
  • Yields coin?: N/A
  • Remnants?: N/A
  • Survives in water?: Yes, it can walk along the seafloor, but it walks very slowly, making its paths take a lot of time.

Flying Penguin

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Flying Penguins are behave exactly like Penguins (see above) but they hover in the air without moving horizontally. They have a small amount of vertical movement, but their overall position remains constant. If Mario comes into contact with one while equipped with an Invincibility Cap, the Flying Penguin will be launched into the air and hover variably above Mario until Mario moves away from it; it will be converted into a normal Penguin afterward. Strangely, it glides along the floor and loses its ability to walk and avoid ledges.

  • Jump: Jumping on a Flying Penguin is ineffective, as it is invincible.
  • Spin Attack: Spin-attacking a Flying Penguin is ineffective, as it is invincible.
  • Yields coin?: N/A
  • Remnants?: N/A
  • Survives in water?: Yes, it "flies" underwater.

Butterfly

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Butterflies are passive enemies and Mario cannot interact with them in any way, making them effectively invincible. They are functionally decorations. They are very small and fly in a very small area.

  • Jump: Jumping on a Butterfly is ineffectual.
  • Spin Attack: Spin-attacking a Butterfly is ineffectual.
  • Yields coin?: N/A
  • Remnants?: N/A
  • Survives in water?: Yes, it "flies" underwater.


Bosses

There are 12 bosses in Super Mario 63. This page documents their attacks and strategies to defeating them.

King Bob-Omb

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Course: Bob-Omb Battlefield
Mission: Big Bob-omb on the Summit

This king attacks by throwing Bob-Omb's (-2 HP) at your direction. He also jumps to create a white shock-wave (-1 HP) and tries to grab and throw you. To defeat him, Spin Attack his Bob-Ombs back into him by pressing the X key. He is defeated after 3 hits.

Chief Chilly

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Course: Snowman's Land
Mission: Chief Chilly

You'll battle Chief Chilly on an icy platform. To defeat him, Spin Attack with the X key until he falls down the platform into the lava. Do it three times. The closer he is to you, the farther you can push him. It also works to use Hover F.L.U.D.D. to push him.

Bowser (1)

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Course: Bowser's Trap (in the Dark World)
Mission: N/A

To attack Bowser, double jump over him to his back, face his tail and press the Down key to grab him. Then press the Left and Right keys repeatedly. Time your throw and press the C key or space bar to throw him. Shoot him at a bomb to hurt him. Hurt him three times to defeat him. He attacks with fireballs (normal ones and purple ones that bounce) and streams of fire.

Kamek (1)

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Course: Peach's Garden
Mission: N/A

Kamek fights by shooting 2 types of spells at you. A red-yellow-blue spell creates goombas or bob-ombs. A green-blue-black spell hurts you by explosion. There's no way to hurt him, so dodge the spells. At two points, he'll create a pipe that spawns Goombas. Eventually he'll leave and summon a Goomboss (in Peach's Garden).

Goomboss

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Course: Peach's Garden
Mission: N/A

After Kamek gives up in Peach's Garden, he will summon Goomboss. Goomboss follows you around and sometimes leaps up in the air to slam down. Ground pound on him three times to defeat him. He grows larger with each pound, so watch out! For advanced, you can ground pound three times in a row to defeat him in a blitz. It's not easy, though. Timing is everything. If you want to pound him once, then pound him again, you have to wait until he finishes growing before doing it, or you will just pass through him.

King Boo

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Course: Boo's Mansion
Mission: Basement Shine Sprite

King Boo appears when you attempt to grab a fake Shine Sprite in the basement. He closes the two windows in the room, making it dark. He attempts to ram you. To beat him, hit switches to open the windows, then use Turbo F.L.U.D.D. to ram him. He disappears after three hits.

Bowser (2)

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Course: Bowser's Second Trap (in the Old Fortress)
Mission: N/A

Bowser is defeated three times in the same manner as before, but is faster and breathes more fireballs. He also creates shockwaves when he jumps and the bombs are father off from the platform.


Big Bully (1)

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Course: Lethal Lava Land
Mission: The Bully's Tower

Big Bully is defeated the same way as Chief Chilly, but it's easier, since the platform isn't icy.

Kamek (2)

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Course: Kamek's Castle
Mission: N/A

Kamek uses the same attacks, but the course is much harder and scrolls on its own. Try to fall in lava he want's to kill you he will celebrate then press the X key to attack him. He dies at 3 hits.

Big Bully (2)

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Course: Kamek's Castle
Mission: N/A

Summoned by Kamek in Kamek's Castle. To defeat him, shove him into the lava like Chief Chilly and the other Big Bully. Chaser Bullet Bills are around to distract you. Like Goomboss, he grows bigger after each hit and dies after the third.

Fake Bowser

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Course: Bowser's Castle (The Final Challenge)
Mission: N/A

The Fake Bowser rides in the Koopa Clown Car. It breathes multicolored fireballs that bounce, silver ones that make large explosions, and throws magic attacks. It will also swoop down to breathe a stream of fire. You must jump on it now. It's easiest to use Hover F.L.U.D.D., located right in the room. After three hits, it explodes, revealed to be a robot.

Bowser (3)

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Course: The Final Battle
Mission: N/A

Bowser uses the same attacks as the second battle, but meteors are constantly bombarding the battlefield and getting hit could easily screw you up at any time. Unlike the other fights, the bombs are floating in t.e air and there are four. When Bowser is grabbed, you fly up into the air with him and circle clockwise. A red line branches out form you and you have to line it up with a mine. After bowser is hit three times, he's gone for good.


Items

There are lots of items in Super Mario 63. This page describes them all.

Shine Sprites

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The must-have item in each course. Once you've collected it, you will complete that certain mission in the course. Then your shine sprite amount will increase by one and you'll return to the castle. There are a total of 64 shine sprites in the game.

Star Coins

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In the courses, star coins are often hidden in hard-to-reach places. Collecting star coins unlocks stuff for the level designer. The level designer itself unlocks after the 5th star coin. There are also doors in the level designer room: The 16th star coin door leads to your 16th star coin prize (a shine sprite), the 32nd star coin door allows you to change between Mario and Luigi every time you walk through it, the 48th star coin door leads to another shine sprite, and the last (64th star coin) door leads to the Mush-Room, a room with lots of 1-ups and coins. As with shine sprites, there are 64 star coins in the game.

F.L.U.D.D.'s

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F.L.U.D.D. ("Flash Liquidizer Ultra Dousing Device"[1]) are water-powered jetpacks that assist the character's movement by allowing them to elevate higher and/or move at faster rates whilst clearing out enemies like Goombas and Shy-Guys.

Each FLUDD type becomes available by solely opening its box, without needing to collect the unit itself. However, collecting the unit refills the water tank.

Hover F.L.U.D.D.

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The Hover FLUDD box looks like a blue box with the design of professor E. Gadd's head. After you jump on the box, it will reveal hover FLUDD. With it, you can press the C key or space bar to hover upwards. Hover FLUDD have a water gauge and power gauge (the thin red tube beside the water gauge). If the water guage ran out, you can not use FLUDD again until you touch water, collect a water bottle, or get another FLUDD from a station. Each small bottle adds 15% to the water tank and each large one 50%. The power gauge will keep going down the longer you press the C key and elevation slows down. When it reaches 0, it will stop working until you land. Stomping a bullet bill can add a quarter of power while airborne, and collecting a blue coin adds a half. Hover FLUDD is useful if you slipped down a platform and need to get back up, or if you need to get a little higher. You can also push away/destroy enemies when you're using hover FLUDD, and slide quickly on ground in diving state.

Rocket F.L.U.D.D.

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The Rocket FLUDD box is red with the design like the Hover FLUDD. Except with it, when you press the C key you can blast very high into the air, but the power gauge will immediately go to 0 with each blast until you land or, unlike other FLUDDs, slowly recover itself if you stayed in the air for too long. And once the power gauge is full again, you can use it again. Unlike other FLUDDs, you cannot destroy enemies while using it, instead you'll get hurt if you touch them.

Note that with Mario airborne in dive state or lying on the stomach, it boosts in the direction it points to, while with Luigi, it will boost upwards regardless of the character's orientation.

Turbo F.L.U.D.D.

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The Turbo FLUDD box is gray. With it, when you press the C key you will blast forth for as long as you want, making you virtually invincible! It can be useful for when you need to speed across land or water that have lots of enemies. The red power bar stays full during operation, meaning its endurance is only limited by the capacity of the water tank. Note: You are invincible to almost every thing.

Caps

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Invincibility Cap

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With the invincibility cap, you're invincible! You will hurt any enemy you touch (except ghosts), and break crates if you touch them!

Invisibility Cap

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With the invisibility cap, you can pass through caged walls (or sometimes other things). While invisible, enemies can't harm you! You can still be touched by hazards though.

Metal Cap

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With the metal cap, you are able to pass through lava, fire, and toxic. You will also sink in water, which is useful for when you need to ground-pound in it in order to break boxes, but is disadvantageous when swimming up is necessary. However, being underwater does not consume air.

While the metal cap is active, F.L.U.D.D. can be used to raise in water.

Wing Cap

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With the Wing Cap, triple jump or dive, and fly through the sky! Use the arrow keys to control if you want to nosedive or fly high, or fly left or fly right! (It rhymes!)

1-Up Mushroom

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You can get an extra up with this mushroom! If you want to collect a lot of them head to the secret of the mushroom!

Coins

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Yellow Coins

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The most common item in a level. Each yellow coin replenishes a letter. If you replenish five letters of the word "Power" above the health indicator, you will get a bar of HP! At eight bars, the HP is full.

Unlike in Super Mario 64, health and air are separate. While underwater, the player loses an eighth of air per three seconds, as compared to eight seconds in Super Mario 64. Each yellow coin refills one bar of air.

Red Coins

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These are worth two yellow coins, but instead of one letter, it replenishes one bar, as well as two bars of air! They are also needed to get certain shine sprites. Collect eight to reveal the shine sprite!

Blue Coins

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Also similar to yellow coins, but they are worth five coins and they heal three bars of HP and refill air entirely! Grab one every time you're low on HP!

Additionally, each refills half of a F.L.U.D.D.'s power, as indicated in the red vertical bar.

Silver stars

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Like red coins, these can activate certain shine sprites. In-game, five of them exist per stage. In the level designer, any number of them can be placed.

Additionally, a silver star adds three bars of air, which can be tried out in "Tropical Island" (named "The Tidal Isles" in the pause menu), found on the first star door to the right of the castle main hall's bottom.


Secrets

This page describes the many secrets you can access in Super Mario 63.

Hidden Sign Text

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Upon zooming in on a sign with text on it, you may be able to make out something on it. It says:

 

Cheat Menu

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(DOES NOT WORK ON OLDER VERSIONS) On the main menu with the options Story, Extras, and Options, type in "cheat". You'll be taken to a new menu with two options: "Unlock Everything", which unlocks everything on the next file you choose, and "Toggle Shine Sprites on Star Map", which allows you to click on the Shine Sprites and Star Coins on the Star Map, allowing you to get every Shine Sprite and Star Coin by simply clicking.

Note, though, that there's a price to pay. That price is that music won't play anymore. It drains the fun, doesn't it? But this can be easily fixed. If you go to options menu while in a file and turn off "Mute Music" it solves the issue.

Skip to Final Battle

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It is possible to go to the final level, Bowser's Castle, with only 9 Shine Sprites, rather than the standard 32. To do this, you must have Rocket F.L.U.D.D. unlocked, which means you'll have beaten Outskirts of the Mushroom Kingdom, which means you'll have beaten Bowser's First Trap.

First, get the Hover F.L.U.D.D. found in the secret passageway connecting the Bob-omb Battlefield and Shifting Sand Land rooms. Then, go to the main hall and enter the passageway on the right wall. This will take you to the elevator room. Use Hover to fly up to another passageway and enter the Star Door there. You can do this without the Hover F.L.U.D.D with a few well timed jumps, but this method is much easier. You will be in a secret room in the Upper Hallway. Grab the Rocket F.L.U.D.D. Now, we see how to get to the castle. Go to the main hall again and stand underneath the huge sun. Use Rocket and voila! You're in the room with the Sling Star to Bowser's Castle: The Final Challenge.

This exploit can be used for other purposes too. Walk to the left in the Bowser's Castle room and you'll go through a secret passage and find yourself at the endless stairs. Go down and out the door and you'll be in the Star Room. You can go to courses like Rainbow Ride and Tick Tock Clock. Going back further will take you to the room with Lethal Lava Land and Tall, Tall Mountain. This part of the exploit may or may not have been intended by the developers.

(NOTE: This is also the ONLY way to reach the final boss while playing as Luigi.)

Skip to Final Battle 2.0

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Even better than beating the game with only 9 Shine Sprites, it is possible to beat the game with only 1 (the one acquired from the first tutorial). To do this, once you enter the castle, walk to the right and enter the first door you see (which should be third from the right). You'll be in a room with a white wall on the right. If you triple jump (get to the right, and jump 3 times consecutively, you can move left and right in the air and still accomplish this), you can get into the wall and be able to walk right. From there, keep walking right, and you will see the two rooms where you get the Shine Sprites for having 16 and 48 star coins. Continue walking to the right and you will enter the room with the trap door that takes you to Bowser in the Dark World. Finish that, and you will be taken to the second tutorial. After completion of the tutorial, you have to climb to the door under the green mushroom, and enter it. Go to the right like you did earlier, except this time, jump into the wall on the left, which is kind of high, so you will have to double jump and possibly triple jump, and you will be standing in black. Next, you will have to triple jump to find an invisible staircase (it isn't hard to find, you have to make a triple jump and go to the right). Climb up it and you will find a star door that you can enter. From here, you can follow the rest of the first Skip to Final Battle from the words "Go to the main hall again", where you can beat Bowser, but with one star, not 9.

Star Coin Prizes

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Star Coins are prizes you can find in just about every level. Getting a certain amount unlocks stuff for you.

  • 5 - Level Designer
  • 10 - Grass Tileset
  • 13 - Cave Tileset
  • 16 - Secret Shine Sprite
  • 21 - Snow Tileset
  • 25 - Volcano Tileset
  • 28 - Desert Tileset
  • 32 - Play as Luigi
  • 38 - Castle Tileset
  • 43 - Other Tileset
  • 48 - Secret Shine Sprite
  • 64 - The Mush Room


Glitches

This page documents glitches from Super Mario 63, whether they are helpful, terrible, or just for fun.

Make sure a glitch works for the latest official versions on Newgrounds and SheezyArt, where the games' updated versions are kept. If still not certain, discuss it on the talk page to see if anyone else is able to replicate it.


Bowser's infinite flight

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See the YouTube video for a demonstration of this glitch.

In a Bowser level (tested in Bowser's Second Trap (Fire Sea Course)), if Bowser is thrown at just the right moment, hitting the bomb just right, he will go very fast and fly offscreen, then come back up, still flying in the same direction, causing him to infinitely repeat this flight. This forces the player to exit the stage or jump into the lava. If the bomb takes away all of Bowser's remaining life, however, the cutscene will interrupt the glitch and the game will continue on as normal.


Hover spin

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Try to Hover and Spin Attack at the same time. When you're on the ground, you'll start to spin, but it'll make the sound F.L.U.D.D makes.

Fall below the floor of the map

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Leave the game alone for too long and Mario will fall through the bottom of the map infinitely. Mario's sprite sometimes has the animation of either being killed by squashing, hot stuff, or enemy damage. This can also happen for those who lag a lot, who will randomly fall through the floor for no reason.

Popping up at the other side of an object

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Use this angle.

Enter the Level Designer, then put a large flipping platform on the map at the starting position with the angle noted in the image (about 5 degrees).

Then test the map. Do not touch anything until the platform crushes you. When Mario has been crushed, he will pop up on the other side.


Bowser's Second Trap Early

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Dash toward the slide in the first part of the Basement (across from the metal door that requires the Green Shine Sprite) and jump as you enter it. Dive as Mario peaks and you'll slide right through. Spamming spin jump also works sometimes.

Double Rocket Jump

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Sometimes, with the rocket FLUDD equipped, if you spam the pause button while charging it on the ground, Mario/Luigi will be able to blast off twice. This glitch most likely happens because the game is able to refill the "charge" meter while on the ground, even though you are in the air. This can be used to skip parts of Bowser's castle entirely.

Level Designer Glitches/Tricks

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Stuck in a launch star

Making a sling star and setting the speed to any value that isn't a number (for example, NAN), will result in Mario/Luigi being trapped forever until you quit the level (https://pastebin.com/b6w7SsGY).

25x17~8H8F8?*2*0*11*2K2M8A08<8?0*11*2K2M8?08<8?0*11*2K2M8F*4*0*11*2K2M0*15*2K2M0*15*2K2M0*15*2K2M0*15*2K2M0*289*~1,63,420,0,0,Right|37,172,368,NaN,25|6,292,212|73,162,447,Without%20editing%20this%20level%2C%20you%20cannot%20get%20the%20above%20Shine%20Sprite%2E|6,746,542|34,62,575,1,0|34,149,575,1,0|28,747,563,1,0|73,189,573,I%20see%20you%20are%20smart%20or%20insane%20enough%20to%20check%20under%20the%20level%2E%20Well%2C%20there%20definitely%20isn%27t%20a%20pipe%20here%20that%20leads%20to%20a%20Shine%20Sprite%2C%20hehehe%2E%2E%2E|39,-23,600,749,525,4|31,-19,604,1,0|40,-15,455,189,539|40,33,566,15,19|40,62,566,14,17|40,97,564,49,19|41,-18,18,1,0|41,-15,-12,1,0~1~1~My%20Level
Launching flipping platforms

Creating a Flipping platform with a speed set to 180 will oddly make it so you get stuck on it when you walk on it. However, if you press P to pause the game, then unpause, you get launched into the air. (https://pastebin.com/nhR954Ah). Larger ones may crush you or just warp you below the platform.

25x17~0*16*8<0*16*8<0*16*8<0*16*8<0*16*8<0*16*8<0*16*8<0*16*8<0*16*8<0*16*8<0*255*~1,31,447,0,0,Right|18,31,468,180,0|19,178,449,180,0|6,-4,354|3,176,304|3,176,312|3,176,328|3,176,336|3,176,336|3,176,344|3,176,352|3,176,360|3,176,368|3,184,368|3,184,368|3,192,368|3,200,368|3,208,368|3,263,308|3,259,314|3,254,319|3,254,326|3,254,334|3,254,346|3,255,354|3,264,360|3,256,360|3,264,360|3,272,352|3,272,344|3,272,344|3,272,328|3,272,320|3,264,312|3,312,312|3,312,320|3,312,336|3,312,328|3,312,344|3,312,352|3,312,352|3,312,360|3,312,368|3,312,376|3,320,376|3,328,376|3,336,376|3,344,376|5,32,397~3~4~My%20Level

The small platform can be escaped by pausing (pressing P) and unpausing. The large one causes... strange things.

Circle platform bug

A similar thing happens with circle platforms, setting the speed to 180 and jumping on one of the platforms can cause strange things to happen. (in this level, try to land on the top green platform after a triple jump. https://pastebin.com/Vw7KfCcv)

25x17~0*425*~1,21,449,3,-10,Right|8,94,439,180,2,50,0,2|73,94,384,Triple%20jump%20here%20and%20land%20here%2E|34,174,440,1,320|34,197,391,1,0|34,342,393,1,0|141,134,442,1,55|141,408,357,1,270~1~1~My%20Level
Screen shake

Oddly, placing 2 Horizontal Level Transitions as close as possible causes the screen to shake. Editing the level code to make them even closer results in weird camera glitches. (https://pastebin.com/Mbi3ECtu)

100x30~0*540*7T*28*2K2M7T*28*2K2M7T*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M7T*28*2K2M0*28*2K2M0*1830*~1,678,812,0,0,Right|43,608,847|43,1216,853|73,677,865,This%20is%20a%20sign%2E%2E%2C%20a%20sign%20that%20is%20getting%20a%20headache%20from%20just%20looking%20at%20this%20level%2E|73,754,864,The%20shaking%20will%20go%20away%20if%20you%20press%20minus%20%28%2D%29%20to%20zoom%20out%2E%20~1~1~My%20Level
Item upwarp

If you take an extra long cloud (or any similar object) and set the angle to 90 or 270, touching the side will cause the player to upwarp to the highest point of said object. (https://pastebin.com/Ws5xa42T)

25x17~0*425*~1,48,408,0,0,Right|31,46,425,1,0|34,66,420,1,90|34,65,283,1,90|34,65,131,1,90|34,66,70,1,90|6,66,-20|73,40,418,Hold%20right%2E%2E%2E|30,-11,434,1,90|35,-13,378,1,90|33,-11,318,1,90|36,-12,279,1,90|35,-15,229,1,90|6,-13,184~1~1~My%20Level

If you take a Floating Platform to under the water and pause, the platform will still rise if it is still underwater. This means that players can create puzzles cannot be solved without pausing. (https://pastebin.com/Zra8C99E)

25x17~0*16*3d0*16*3d0*16*3d0*6*3d*11*0*357*~1,10,411,0,0,Right|38,-31,215,0,125,300|16,-3,429|16,31,430|6,25,458|73,19,188,Press%20backspace%2E%2E%2E|73,11,421,Press%20P%20and%20the%20platforms%20will%20still%20go%20up%20even%20when%20paused%2E~1~1~My%20Level
Odd pause glitch

If you click File and click Load Course, then click Input Code, then click Load Course, the game will load an undefined level. All of the tiles will flash by on the screen. Trying to load the Course Info will result in the name being "undefined", there is no music or background set (though you can still set one), and the level length and height are set to NaN (Not a Number). Both of the no music or background being set is obviously unused, since by default, the music is Mushroom Kingdom and the background is Hills and Clouds. Attempting to place objects will usually crash or softlock (the game still runs, but you cannot do or interact with anything) the game in this state. If you attempt to play the level, all that will happen is that the main character will fall effectively forever, as there is no limit to how far down he can go (no music will play, as none is set, and the background appears to be the same as the one that shows in the level designer while creating a level). This is because the game does not do any validation to see if the code is valid, so it will run any code you throw at it. (no paste required, just type in random gibberish and the glitch will activate.)

Images and links in SM63

It's possible to use some HTML code in signs. While not a glitch, you can do things like add custom pictures (like in this level https://pastebin.com/uBqXaY2M), or even run an SWF file. .GIF files will not animate, only showing the first frame of animation.

50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|73,158,859,%3Cimg%20src%3D%22https%3A%2F%2Fcdn%2Ewikimg%2Enet%2Fen%2Fstrategywiki%2Fimages%2Fthumb%2Fe%2Fe7%2FStrategyWiki%5Ficon%2Epng%2F50px%2DStrategyWiki%5Ficon%2Epng%22%20width%3D%22100%22%20height%3D%22100%22%20hspace%3D%22175%22%3E~1~1~StrategyWiki

You can also link to websites, if you really wanted to (https://pastebin.com/BghNRXWL).

50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,66,824,0,0,Right|73,32,862,%3Ca%20href%3D%22http%3A%2F%2Fwww%2Egoogle%2Ecom%22%20target%3D%22%5Fblank%22%3EGoogle%2Ecom%3C%2Fa%3E%0D%0D%3Ca%20href%3D%22https%3A%2F%2Fstrategywiki%2Eorg%2Fwiki%2FMain%5FPage%22%20target%3D%22%5Fblank%22%3EStrategyWiki%3C%2Fa%3E|73,107,860,%3Ca%20href%3D%22http%3A%2F%2Fwww%2Eyoutube%2Ecom%22%20target%3D%22%5Fblank%22%3EYoutube%3C%2Fa%3E%0D%0D%3Ca%20href%3D%22http%3A%2F%2Fwww%2Ewindows93%2Enet%22%20target%3D%22%5Fblank%22%3EWindows93%3C%2Fa%3E|73,1551,864,01001100%2000100000%2001001001%2001010011%2000100000%2001010010%2001000101%2001000001%2001001100%2000100000%2000110010%2000110100%2000110000%2000110001%20~1~15~Links%2E
Invincible bullet bills

Bullet Bills can be made to be invincible. Directly editing the code for a spawner can cause a bullet bill to be invincible (https://pastebin.com/SyVvSTiW). Under normal means, an expected number is supposed to be between 0-9. However, if you replace it with something that isn't a number, bullet bills will be invincible. You can still step on them, but that will only cause them to go a different direction. If chase? is enabled, then the bullet bill will eventually turn around to face you.

25x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|71,185,854,Both,0,3,0.5,0,Pikachu,1~1~1~My%20Level

In a normal level, Pikachu would actually be a number between 0-9. However, since Pikachu is not a number, it causes the bullet bills to be rainbow, as well as invincible. Of course, Pikachu can be replaced with anything that isn't a number, it is only an example.

Orange Block Switch

There is an item called Orange Block Switch. When pressed, blocks that you set will spawn. However, setting its timer to 1e20 will cause the switch to rapidly make the ticking sound indefinitely. As well, if you set the timer to -1, the orange blocks will be intangible, meaning that you cannot touch them, you will just go through them. (https://pastebin.com/E3kUnybp)

50x30~3d*9*0*2*363d0*15*2K2M3d0*11*3d0*15*2K2M3d0*2*3d*10*0*15*2K2M3d0*11*3d0*15*2K2M3d*9*0*2*3Q3d0*15*2K2M0*9*3d*4*0*14*3Q2K2M0*26*3Q02K2M0*25*3Q0*2*2K2M0*24*3Q0*3*2K2M0*23*3Q0*4*2K2M0*22*3Q0*5*2K2M0*21*3Q0*6*2K2M0*20*3Q0*7*2K2M0*19*3Q0*8*2K2M0*18*3Q0*9*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,47,36,0,0,Right|74,14,347,1e+20|73,102,860,If%20you%20chose%20correctly%2C%20you%20can%20climb%20up%2E%20If%20not%2C%20you%20cannot%2E|74,80,137,1e+20|73,48,62,One%20side%20will%20make%20an%20endless%20timer%2C%20the%20other%20will%20make%20it%20so%20you%20cannot%20stand%20on%20the%20blocks%20required%20to%20reach%20the%20Shine%20Sprite%2E|74,19,140,1e+20|74,79,345,-1|6,437,527|40,111,352,78,450|42,79,424,0,180|41,92,379,1,270|40,-18,352,-11,420|141,114,322,1,180|141,-18,316,1,180~1~1~My%20Level

There are many more tricks, glitches, and curiosities.


Level designer

The level designer allows creating custom stages using tiles and items.

Basics

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The name of the course, the music, the background image, and the tile size of the course can be adjusted in the "Course info" menu that is located under the "File" menu.

Tiles that can be placed in the grid include grounds and walls with textures used throughout the game, breakable boxes with coins, cannons, lava, and more. Each tile has a width and height of 30 units. Items such as various types of coins, platforms, hazards, water with selectable length and depth, F.L.U.D.D. jet packs, and water bottles for them, can be placed anywhere within tiles.

If red coins and silver stars are used, all of at least one type need to be collected for the shine sprite to appear. The number does not have to be eight and five respectively, as it is in the game's main adventure.

Many items and large stages can slow down the frame rate. This can be prevented by dividing the stage using the "horizontal level transition" item. Only the active section rather than the entire stage is loaded. A level can have multiple transitions, though each transition has to have a minimum distance from each other and from the level edges. Vertical level transitions, as used in the main game, have not been implemented in the level designer.

After building a course, it can be tested using the "Test Course" option in the "File" menu, and exited using backspace.

Export and import

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There are "Save Course" and "Load Course" menus in the "File" menu. Courses can be saved into and loaded from the Flash player's local storage, for which three slots are available. They can also can be exported and imported through code.

The game uses a very space-efficient custom mark-up language for code. Here is an example stage built from only 2492 bytes of code:

50x31~0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*29*2K2M0*26*3d*5*0*30*3d0*4*3d*25*03d0*4*3d0*8*4u0*14*3d03d0*4*3d03d*4*0*3*4u0*14*3d03d0*4*3d03d03d0*4*4u0*14*3d03d0*4*3d03d03d03d*3*4w4u*5*3d*5*0*6*3d0*4*3d03d03d03d0*8*3d0*3*3d*5*03d*2*0*4*3d03d03d03d0*3*3d0*4*3d03d0*5*3d03d2M0*4*3d03d03d03d0*3*3d0*2*3d03d03d*5*03d03d2M0*4*3d03d03d03d0*6*3d03d03d0*3*3d03d03d2M0*4*3d03d03d03d03d0*2*3d0*3*3d03d03d03d03d03d2M0*4*3d03d03d03d03d0*2*3d0*5*3d03d03d03d03d2M0*4*3d03d03d03d0*10*3d03d03d0*3*3d2M0*4*3d03d03d03d*2*03h3d*6*3h3d03d03d*2*03d*2*2M0*4*3d03d03d0*2*3d03d0*7*3d03d0*2*3d03d*2*2M0*4*3d03d03d*2*03d03d03d*5*03d03d*2*03d03d*2*2M0*4*3d03d0*2*3d03d03d0*5*3d03d0*2*3d03d0*2*3d2M0*4*3d03d*2*03d03d03d0*3*3d03d03d*2*03d03d*2*03d*2*0*4*3d0*2*3d03d03d03g3d*4*03d0*4*3e0*10*3d0*2*3d03d03d0*3*3d0*3*3d3h3d*2*3O3e3d*6*0*4*3d*2*03d03d03d0*3*3d03d*3*0*7*3f0*7*3g3d03d0*7*3d0*5*3d*5*0*2*3h3d*2*0*7*3d0*7*3d*2*0*5*3d0*4*3d*2*0*8*3h3d4u*2*3d0*5*3d0*10*3d*2*02M3d*8*0*2*3d*2*4u*4*3d*10*03d*2*02M920*29*2M920*3*3h3d*24*2M*2*929\9]9R92*2*97*17*4x4z0*3*2d2M*2*929\9]9N92*2*970*21*2f2h2M929\9]9N92*2*970*22*2K2M929\9]9N92*2*970*22*2K2M929\9]9Q92*2*970*22*2K2M929\9]9O92*2*970*22*2K2M929\9]9O92*2*970*22*2K2M929\9]9O92*2*970*22*2K2M929\9]9O92*2*970*22*2K2M~1,1489,51,0,0,Left|38,479,125,0,800,900|3,1327,50|3,1136,655|3,977,496|3,1168,466|6,1138,11|66,1013,566,1|66,940,625,1|40,1198,291,1071,82|3,819,849|2,624,688|2,817,623|2,716,495|2,789,433|2,656,399|3,978,240|2,748,207|3,528,368|4,1071,957|56,620,146,1|56,750,147,1|56,877,145,1|62,945,143,1|62,690,147,1|62,497,239,1|38,395,821,0,100,140|55,1138,562,1|18,672,907,-1,0|18,785,849,0.5,0|3,658,817|73,1203,290,This%20is%20the%20remake%20of%20a%20stage%20I%20originally%20created%20in%202010%2C%20but%20I%20discovered%20the%20text%20file%20with%20the%20code%20blank%2E%20%0DSaving%20failed%20somehow%20apparently%20back%20then%2E|77,559,211|77,882,785|77,718,883|77,624,337|77,1068,881|3,1168,913|73,1232,930,When%20working%20on%20any%20project%2C%20do%20not%20forget%20to%20create%20a%20revision%20history%2C%20as%20described%20%3Cu%3E%3Cb%3E%3Ca%20href%3D%22https%3A%2F%2Fen%2Ewikiversity%2Eorg%2Fwiki%2FFile%5Fmanagement%23Revision%5Fhistory%22%3Ehere%3C%2Fa%3E%3C%2Fb%3E%3C%2Fu%3E%2E|79,497,844,200|40,724,897,1073,912|80,1073,751,30|76,1071,799|75,1519,71|80,1134,911,3|40,23,902,15,15|81,112,528,1|2,784,782|5,1071,974|4,1008,958|4,1554,17~7~5~Swim%2C%20swim%2C%20before%20you%20drown%21

In this custom stage, Mario has to find nine red coins in an underwater maze. Each coin provides air to prevent drowning, therefore Mario has to be quick enough. Easter eggs that are leftovers from development are hidden within the stage.

Elements and techniques

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Scrolling and placing

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Multiple tiles can be placed easily by holding down the mouse and scrolling using the arrow keys. The speed of scrolling is adjustable in the movement settings found under "View" in the top left menu.

Multiple items can be placed without re-selection by holding ↑Shift while clicking.

In-game

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In-game, the screen scrolls to the shine sprite (the first placed one if there are multiple) after all of either silver stars or red coins are collected and back to the player after its activation animation. Note that vertical scrolling is locked while Mario/Luigi is suffering for few seconds after a lava or fire burn.

Few elements from the main game have not been implemented in the level designer, including breakable vertical logs (found on the third floor of Bowser's castle), toxic haze (from "Hazy Maze Cave"), spinning hearts that refill health, wind (found in "Tall Tall Mountain"), cannon boxes that float on water and switch-adjustable water levels (found in "Wet Dry World" and "The Cave of Empuzzlement"), heavy black balls that roll down hills (found in "Bob-Omb Battlefield" and "Tall Tall Mountain"), and the background used in "Wet Dry World". The spinning lava wheel from "Lethal Lava Land" and disappearing tiles under a cage in "The Edge of Mushroom Kingdom" have also not been implemented, though that level of customization would be difficult to implement in a level designer. A spinning heart can be simulated through an invincibility star with a short timeout, as that refills health as well.

A climbable wall can be simulated through a thin vertical layer of water protruding from it.

F.L.U.D.D.

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When Mario/Luigi wears a F.L.U.D.D., indicators for water and power appear at the lower right corner. Both are necessary for its operation. The water can be thought of as a fuel tank, and "power" is the short-term endurance, which is 5% of the water tank capacity.

For filling the F.L.U.D.D.'s water tank (indicated with blue 2.5D bar and percentage meter), besides touching normal water, water bottles can be used, where a small bottle refills 15% and a large bottle half of the tank.

The power of F.L.U.D.D. is indicated as a red vertical bar. Touching the ground refills it immediately, collecting a blue coin fills up a half, and stomping a bullet bill fills up a quarter. The rocket and turbo F.L.U.D.D.'s also slowly refill power while airborne with released throttle (space bar or C). F.L.U.D.D. power observaböy also refills in the background while no F.L.U.D.D. is activated, which could be of use when bouncing on a flying penguin and rocket and turbo are unavailable.

Demo stage:

50x100~0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M0*98*2K2M~1,63,3036,0,0,Right|82,66,3113|83,66,3114|84,66,3115|4,111,3053|4,141,3024|4,176,2990|4,210,2952|4,243,2920|4,257,2853|4,339,2829|4,432,2798|4,495,2741|4,559,2666|4,608,2596|4,644,2532|4,667,2461|4,656,2496|4,717,2532|4,726,2494|4,734,2457|4,703,2410|4,754,2358|4,840,2331|4,927,2319|4,1003,2318|4,1032,2293|4,1069,2248|4,1100,2207|4,1127,2150|4,1138,2124|4,1155,2079|4,1172,2039|4,1203,1994|4,1259,1964|4,1291,1934|4,1298,1899|4,1300,1872|4,1297,1829|4,1297,1785|4,1298,1739|4,1298,1672|4,1298,1620|4,1298,1575|4,1298,1519|4,1297,1449|4,1299,1394|4,1298,1349|4,1360,1342|4,1420,1343|4,1487,1340|4,1517,1322|4,1523,1283|4,1492,1265|4,1446,1261|4,1396,1263|4,1349,1264|4,1298,1263|4,1256,1251|4,1250,1293|4,1262,1293|4,1275,1293|4,1253,1307|4,1263,1307|4,1270,1306|140,1261,1195,1,0|4,1250,1118|4,1264,1117|4,1278,1116|4,1265,1146|4,1264,1086|4,1249,1054|4,1265,1054|4,1275,1054|4,1264,1026|4,1253,992|4,1262,991|4,1274,991|4,1266,958|4,1265,923|4,1265,907|4,1265,896|4,1264,860|4,1266,848|4,1264,836|4,1265,794|4,1265,784|4,1265,773|4,1264,752|4,1238,752|4,1200,751|4,1171,752|4,1138,751|4,1108,750|4,1070,752|4,1042,752|4,1011,752|4,1008,719|4,1008,688|4,1018,663|4,1046,637|4,1069,614|4,1093,586|4,1083,550|4,1067,479|4,1074,513|4,1047,470|4,1008,468|4,969,470|4,934,469|4,905,444|4,877,425|4,851,404|4,826,394|4,805,383|4,788,377|4,761,367|4,726,365|4,673,365|4,698,364|4,658,365|4,622,365|4,590,364|4,552,364|4,519,363|4,490,361|4,462,361|4,433,360|4,402,360|4,370,361|4,338,360|4,302,360|4,272,360|4,237,360|4,212,359|4,176,360|4,146,338|4,110,319|4,107,289|4,106,255|4,106,213|4,109,179|4,128,150|4,152,123|4,172,98|4,191,75|4,215,59|4,253,43|4,298,44|4,335,41|4,383,42|4,418,42|4,473,42|4,517,41|4,577,40|4,619,21|4,656,9|4,714,8|4,789,7|4,856,7|4,923,7|4,977,7|4,1023,7|4,1069,7|4,1153,7|4,1108,7|34,1187,51,1,0|34,1333,27,1,340|34,1040,28,1,20|6,1200,13|5,114,3084|75,1361,1392|71,499,3095,Both,0,2,0.5,0,4,1|71,530,3096,Both,0,2,0.5,0,5,1|71,564,3096,Both,0,3,0.5,0,3,1|68,479,2511,1|67,687,2673,1|71,597,3096,Both,0,4,0.5,0,6,1|71,1551,3092,Both,0,5,0.1,0,0,1|81,1551,3109,60|81,-19,3109,5|45,13,404,90,100,100,-1,-1,0,0,0|45,1518,1293,270,100,100,64,92,0,0,0~5~1~Try%20getting%20up%20there%20twice%21



Unused content

This page describes pre-release/unused content left in the code of Super Mario 63.

Super Mario World tiles

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Within the ground tiles of Super Mario 63, there exists 2 folders labeled as 'Grassy Ground' and 'Snowy Ground'. All content in these 2 folders go unused, they have tiles exported from Super Mario World. They have grass assets and snow assets.

Spray Nozzle

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In Mario's animations, he has animations for the unused Spray nozzle. There are also some files.

Enemies

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In the code there are files and animations for Blarg.

There is also an unused, older variant of the bob-omb.

Objects

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There are unused Hat Blocks.

 

There are also unused Spiked Platforms

Out of Bounds

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Super Mario 63 also contains a lot of unused objects in the areas around the level that are normally unseen.


There is an unused castle lobby seen above the normal castle (all doors in it also work.) (There is a video on youtube that shows it off quite well)

There is an unused Turbo FLUDD barricade in the level 'Cave of Empuzzlement'

There is unused pause text out of bounds.

Else

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Level1 is an unused beta level in the game's files.

There is unused text shown when you get your first shine, but is cancelled by Eddie.

There is an unused 3rd section of Edge of the Mushroom Kingdom


Walkthrough

Note: This guide might contain old or outdated information.

Outside the castle

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After you've played through the first tutorial, restarting the game puts Mario to the left of the castle.

The Secret of the Mushroom Kingdom 2 how to play (secret course)

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Just work through it. This teaches you about the various F.L.U.D.D. modes.

You only have access to this after you have completed Bowser's First Trap (In The Dark World) and defeated Bowser for the first time.

Inside the castle Main Hall

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File:Sm63 castle numbered.png

Door 1
The door on the far left up a few stairs leads to Bob-omb Battle Field.
Door 2

The door to the right of this leads to Snowman's Land. (requires 3 shine sprites)

Doors 3 and 5
The darker doors either side of the main double door 4 lead to Inside the Castle: Hall Staircase. In here the upper "back door" requires 10 shine sprites, and the lower door requires a key from Bowser.
Door 4
Back outside to Castle Grounds: Outside the Castle
Door 6
Leads to The Tidal Isles (castle secret star) (requires 5 shine sprites)
Door 7
Leads to #Shifting Sand Land (requires 2 shine sprites)
Door 8
Leads to Bowser's First Trap (requires 8 shine sprites)
Door 9
Stand on them to get to #The Secret of the Mushroom. These double doors lead to two staircases; the left takes you to a sling star to the shine sprite collection room, and platforms to the #Inside the Castle Upper Hallway and the Jolly Roger Bay secret course. The right takes you to a locked door that requires a second key from Bowser, and you can use a rocket FLUDD right above it for a super-secret path to The "Endless" Stairs on the left, and a Sling Star that leads to #Bowser's Castle, And the #Secret upper passages.
Door 10
Leads to Level Designer Room (requires 5 star coins)
Secret passageway 12

When you first enter the castle and it is dark, the secret passageway at the right of the main room is inaccessible, as is the #Secret of the Mushroom. As the toads say, you have to go to Door 9 and deliver the first shine sprite that you collected outside in the cut scene. This is the first shine sprite in the storyline in the Star Map.

The Secret Aquarium

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Go up the either staircase and jump to the top double doors, head up and left the stairs to the spin star and two elevators. Jump off the far left elevator at the top of its travel, and spin pressing against the left wall. There's a secret passageway in this wall leading to Jolly Roger Bay.

In the course, head down into the water, stay to the left (stay away from the vortex), trigger the button that lowers a wall on the right of the vortex. Swim over there, then collect the red coins. It's pretty straightforward.

This is the third shine sprite in Castle Secret Stars: Group A in the Star Map.

The Secret of the Mushroom

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In the castle, jump on top of the central tall doorway. Then look up.

tag: Gotta catch 'em all! 1-Up Mushroom!

To the left at the start just has a few blue life segments. 1-up below, but you die getting it.

Head right and up. One-up in the middle of blocks, you'll need FLUDD to get it? Above this easy. Just work your way up, stay zoomed out.

This is the first shine sprite in Castle Secret Stars: Group A in the Star Map.

Castle Star Coin prizes

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12 shine sprites gives the notice "Another room has opened up in the castle upper hallway".

If you enter the top right door with a star on it and right past the level design windows, there is a series of doors.

The first doorway after some trickery gives you the Sixteen Star Coin Prize, a shine sprite (Shine 2 in Castle Secret Shines: ???) The next doorway requires 32 star coins and is pure fun (no spoiler!). (hint: it's an unlockable character)

The next doorway requires 48 star coins. You get another shine star, shining in the dark (the first in the ??? category on on the Star Map).

The last doorway in the dark requires 64 star coins and gives you access to the Mush-Room, a room filled with power-ups and boxes which contain 780 pieces.

Castle Grounds

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NTM: says "No Star Selected" First floor go in either wooden door flanking the main entrance. Head up and "into" a corridor, come out in the garden.

Note: if you head to the left and zoom out, you see a door at the top of the cliff hemming you in.

Peach's Garden

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(Refer to Super Mario 63/Bosses#Kamek)

This is the third shine sprite in Storyline in the Star Map.

Bob-omb Battle Field

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Battle with King Bob-omb

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tag: In this land, Goomba's and Bob-ombs have always been rivals. On top of Mount Bob-Omb, the king awaits any challenger. However, Goomba's have never proved strong enough. Are you willing enough to risk a Battle with King Bob-Omb?

Race up to the King (take the first cannon), grab a FLUDD, head all the way to the right. To defeat the king, refer to This page.

Island in the Sky

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Before the second cannon, there's a path towards the left, go, climb the rocks without falling until you reach a cannon with a Wing Cap. Grab it, shoot yourself to the star coin and follow the coins, the star is on a platform on the right.

The Five Silver Stars

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  • From the second cannon aim up and slightly left
  • further left in the sky, in amongst the four rotating platforms to the left of the second cannon
  • further left, in the flight path from the spinning star
  • further left at the top of the arc of floating pairs of logs
  • further left above a platform

Collect the 8 Red Coins

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tag: For some unknown reason, when 8 different Red Coins come together, a Shine Sprite is formed... Nobody understands why, but it works, so take advantage of it.

  • to the right and up from start over stump
  • to the right below wooden bridge and green platform.
  • above gray rock toward the right
  • on path to the right under cream rock in front of jail
  • above wood square to the left of second cannon
  • far to right just above black boulder entrance (just before secret area)
  • in the high far left cloudy section above FLUDD
  • further up and left in in the high far left cloudy section near diagonal green platform

You have to leave this section to get the animation of the shine sprite appearing (take the opportunity to get the gold coin in the sky up there.

The Secret of the Mountain

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Go almost to the top of the black boulder section, jump off to right, in narrow deep valley, walk off the map to the far right, enter secret area. Just move through it.

Star coins

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Straight up in the air from first cannon is a star coin (1)

In front of the white rock, there's a little pillar with a red coin on it, and high above there's a star coin (2)

On the path with the falling boulders, about 2/3 up, there's a high lip to the right. Climb up it and a little below in mid-air is a star coin (3).

About 3/4 up, there's another high lip on the left. Climb up it and a little below just above a ledge is a star coin (4).

At the high far left, there's another star coin (5) you can reach by flying from the far-left cannon.

In the Secret of the Mountains area, to the left of the second set of green platforms and rotating blocks is a star coin (6).

Snowman's Land

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Castle star coin and easy extra life

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Before you jump into the painting, jump up on the right side into a secret passageway. Spin to destroy the block and get to Castle Star Coin (1). The block releases 100 coins, so pick these up to get an extra life. Do this every time you return to the castle if you need more lives.

The Snowman's Head

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Description: Snowman's Land, as you can tell by the name, is named after the giant Snowman here. On such an important landmark must lie a Shine Sprite. Go to the right, pass the two snowy rocks, continue through the mountains and get th Star Coin(1)between rotating platforms; on the icy zone, jump on the switch at the right and get on the green platform, push the penguins on left to get the Star Coin (2), head to the right, pass the igloo; on the snowman, go to the top for the Shine Sprite. When you are to the right with a Sling Star, go a bit further to the right, there's a Star Coin (3).

Iceblock Maze

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Description: To the East of the Snowman's land sits a majestic sculpture of ice. But wait ! There's a Shine Sprite in it !! If you go to the left, up and back to the right, you get to the Iceblock Maze, containing a star coin(4) and a Shine Sprite. There's only one way through, just work across the bottom, up the right side, and back left. Use down arrow to crouch and X-spin and Z-stomp to break through.

Chief Chilly

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Description: Near the Iceblock Maze, Chief Chilly awaits anyone who darse challenge him... Who knows, maybe the reward for beating him is a Shine Sprite. You can get to him to the right; instead of going up the snowman, cross the ice and keep going across an empty screen, then you can jump onto his platform. You can also go to the left and instead going to the Iceblock Maze, continue left to his platform. Get also the FLUDD and the Star Coin (5) between the moving platforms(crouch, and when the moving platform begin to go up, shoot to the coin, fire a little longer to the wall after having it, and you should get out of this without losing life by bouncing on the wall.) To beat Chief Chilly, just keep spinning with X as you move towards him. He died the third time you knocked him off the platform.

Red coins of the Summit and Skies

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Head left into cannon, fire straight up, and the cloud platform has a map that shows the coin locations.

Head left into the same cannon, fire straight up, land on snow ledge, get flying cap, triple-jump right then fly right to get red coins (1) and (2) inside rings of coins.

Repeat but triple-jump left to get the red coin to the right (3).

There's a star coin (6) further to the right of them just above the four rotating snow platforms.

If you fall down to the right and keep heading right, head up some ledges and rotating snow platforms. Careful, there's nothing to land on under here. To the right above a wooden building is a spin star, this fires you to a red coin (4). If you zoom out you can see there's another one above this (on the way from More Mountains to Mountains).

Head left to progress towards it. On the way there, there's a red coin (5) on an icy shape, then another (6) at the top of the five moving snow blocks then another (7) on an icy shape to the left of the top of the five moving snow blocks. Jump to the right at the top of the icy blocks to get to the last red coin (8).

Secret of the Igloo

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Head right like for the first Shine and stop at the igloo You need the FLUDD to get in it. In the igloo's water stage, the fall makes you metal, so you sink (be careful). Make your way to the right and jump up to get the Invisibility Cap that gives you the ability to move through the barriers. Then head back left, past where you started, until you reach the spin star. The spin star sends you through the air and through an Invincibility Cap. Now you can head all the way back to the right again, but this time DON'T jump up to the star that makes you pass through things; instead, when you can see the shine sprite you have to dive down and go through the U-shaped channel. From the other (right) side you can jump out of the water and then jump to the star.

The Tidal Isles (castle secret star)

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First floor first door with a star on the right, after the two staircases. There's also a secret passageway at the right of that painting room with a 1-up mushroom.

Five silver stars

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Just head right for the first one. Then follow the underwater passage down and left (2). Keep heading right, jump onto the island (jump to the middle of it and/or use a crouch then up and back for a backflip jump or wait for a wave and jump up) and take the platform to the top (3).

Below this island is a cavern with two more silver stars (4, 5). Don't touch the platforms near them on the way down. Also there's a star coin under a platform you have to touch and swim off.

Shifting Sand Land

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It's on the first floor, the last door with a star on the right, up the far staircase. There's also a secret passage at the left of that painting room with a hover FLUDD.

Inside the Pyramid

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tag: The Ancient Pyramid of Shifting Sand Land is the burial site of the Koopa Pharoah, Yuuzgonadai.

To get this star easier, you can do the Shining Atop The Ancient Pyramid mission first to get the FLUDD. The trick to getting across the platforms and spinners going into the quicksand is to go over the spinners, and just ignore the platforms entirely. Land on the platform after and go up the elevator. Jump across the gap to the platform before the moving ones. Then quickly run across the platforms before you get crushed by the mesh. Bounce onto the green platform and grab the FLUDD. Time yourself on getting onto the moving platforms from the green one. In the maze, just spin to break through. Get the star coin first (star coin 1 in Mini Course 1in the Star Map.), then the shine sprite.

There's another star coin under a platform on the way to the pyramid. Get the FLUDD, walk partway into the pit, jump sideways to it and immediately press C or the Space bar to hover out from it. This is star coin 2 in Mini Course 1 in the Star Map.

Trekking for 8 Red-Coins

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tag: Some of the Red Coins are cursed, so that you'll need some Ancient Magic to reach some of them...

Head right and blow up box for red coin (1), further right another coin (2)

Triple-jump onto roof of temple, then through sling star and head left to get red coin (3) Back onto temple, get invisibility, then through sling star and head right to get red coin in box (4) Further right and drop down to get red coin (5) at top of obelisk. To the right lower down is a red coin (6).

There's another red coin inside the excavation to the right, you need to be invisible to get to it (7)?.

Back up onto the temple roof, head right in the sky, the last green platform takes you over to a red star on top of an obelisk (8).

There's a star coin next to it, but you'll need the FLUDD to reliably get to it. This is star coin 3 in Mini Course 1 in the Star Map. If you land on that obelisk (or from the star coin), you can jump up and on your third jump, jump right a bit into a sling star. This takes you to the upper deck of the pyramid. and a FLUDD.

Shining Atop the Ancient Pyramid

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tag: The Shine Sprite glows brightly from on top the pyramid, but how to get there?

Temple roof-sling star - platforms in the sky - obelisk - jump into second sling star - pyramid FLUDD, then just work your way to the top. The ledges above you will knock you down, so don't jump too hard.

Bowser's First Trap (In the Dark World)

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Tag: Bowser Castle
Bowser's Trap
This is it! Go and save the Princess from Bowser!

Up the right staircase to the checkered floor, through the door. Oh no!!!

The red coins are pretty much all visible on the way up. Two are hidden by the falling blue blocks. When you make it all the way to the upper left, you get a FLUDD, iwhich lets you get the star coin that is to the right and slightly above the platform, by jetting up to it from underneath.

Red Coins (Secret Course - Bowser's Trap)

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Left on platform for (1). Head right, second coin (2) is below green blocks but you have to time it. Be careful. The next coin (3) is on the suspended block after the green blocks. Don't fall off. Next one (4) is on top of the falling blue block. Jump on and ride it up to get the coin. Jump off quickly and go over the green turntable. Kill the Goombas and ride the white block up to the next turntable, after which are a series of rotating wooden logs. Go over these. Then, after the falling blue blocks, ride one up to the next red coin (5). Next coin (6) is on the Evil Elevator, half-way up. Be careful and DON'T get squashed. When you're on your way up the ramp, jump right and follow the 'pathway' across to number (7). Or, if you want things made easier with FLUDD, jump over the warp pipe at the top of the ramp, and spin attack down through the red coin (8) to the Hover FLUDD box. You will need to go slightly right or you will end up down where you started. Well done. You have got your Secret Course Shine Sprite, which will turn up next to the warp pipe to Bowser. I am very sorry if this cheat spoils your game, but I found the coins very hard to find, especially numbers 5 and 7.

Defeat Bowser

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Head up the trail but when you get to the green pipe at top left, press down arrow to enter the platform. On the platform, you have to get behind bowser, press the Down key to grab his tail, then as Bowser says, press the Left and Right Arrow Keys rapidly. When he's facing one of the gray and red spheres at the edge of the platform, press the Space bar to let go of Bowser. He should fly into it. You lose a life getting behind Bowser but it's pretty doable.

Under the Castle Basement

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To the left in the shallow water is the Hazy Maze Cave painting.

Further left is a door to more basement (Castle Basement 2). This door can only be opened after you complete the fight in the garden, and collect the green shine sprite.

Where the roof dips between the Hazy Maze Cave painting and this door you can jump to the roof. Jump again and there's a spin star that takes you to #Secret of the Sky (secret course).

Talk to the toad guy in the basement, he'll tell you there's a hidden door here. Indeed there is, it leads to the #Frosty Fludd (secret course)

Frosty Fludd (secret course)

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tag: Even though Turbo Fludd is cold, it still runs at Turbo Speed. Group B 1st shine sprite Castle Secret Star Courses: 4th star coin

Slow your landings with spin and land vertically so you don't skid. Break into blocks using turbo, gain speed with turbo. You'll come to a star coin on the way to the shine sprite.


SPOILER: the hidden door (Frosty Fludd (secret course)) is on the wooden wall to the right of the door.

Secret of the Sky (secret course)

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Zoom out here with - to more easily see the coin locations.

Head right and rocket up the column of coins, fall slightly left to the cloud with red coin (1).

Jump right onto the hilly area. Rocket up the column of coins above it to the wide cloud above, then rocket up and slightly left (following the left red arrows) for red coin (2). You'll hit a strong updraft, get the coin and zoom past the coin. You can aim for a row of four rotating platforms above. Use them to move left onto a small cloud for red coin (3).

Fall down from this onto a fairly big floating green island. On the top of it is a row of coins, red coin (4) is at the left end. The wind blows you away from this, either walk slowly towards it or rocket out of the wind to the left edge of this floating island to land on the coin.

If you zoom out you can see below you a hollow in this floating island. Walk to the right edge of the island, fall off, stay to the left of the updraft, and steer down and left to land on the the cloud below the island. Rocket up and left, following the red arrow, to get the red coin in the hollow (5).

Jump and fall to the right to get back to the wide cloud. There's a red arrow pointing up and right to a series of platforms leading to a red coin (6). Because of the wind, it's easier to rocket up and right and past all these, land on the coin, then jump the platforms to head left.

Fall back to the ground and head left following the arrows back towards where you started. You'll come to a big gap with clouds and wind rushing upwards, in the middle of it is a ring of coins with a red coin (7). Below this is a star coin (1), but it's hard to get to because of the updraft. this is in an upward wind. One way to obtain is to ground pound in the air downward until you grab the coin. Another way to get to it is to stand on the lip of the earth to its left facing it, and press down to zoom downwards to it.

From the right edge of this rocket up to get back to the wide cloud. Rocket up again under the right red arrow pointing up. You'll pass the hollow island on your left, move right where the red arrow points right to fall on a cloud. To your right is a column of coins in an updraft between two red arrows, jump to it and rocket up. At the top of this updraft jump right onto a cloud next to a wooden tippy beam. Run across this for the red coin (8). The animation shows where the shine sprite (it's in Castle Secret Stars Group B) appears — to the left and way up atop a column of coins. You can just drift up the updraft.

Castle Basement 2

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  • Note: Hazy Maze Cave is optional to do before unlocking Castle Basement 2

You can not enter this area until you get a "special" (green) shrine, Or another way requires about 10 attempts more or less. (So if you want to do it the turbo fludd way, here's how. Go to the basement and stand by the door, next hold space/c. when the ceiling at the end of the "one way" slide jump twice, then when you're near the top, spam jump, again you most likely aren't going to be able to get it on your first attempt, but that's okay, here's how to do it the normal way) You have to enter the garden above the basement and head right. You will meet Kamek which you will have to fight. Dodge his attacks until he leaves and you have to fight Goomboss. Make sure to ground pound onto his head or your attack is useless. After he dies, you can collect the "special" shrine.

That takes you to, from left to right:

Land on the right button to raise the water, and you can jump into the black above the basement ceiling at two points.

If you head up, you can get the Lead star which makes you heavy not effected by water or lava. The Lead star is so you can go into the paintings when they are underwater. If you head left and up, you enter secret passageways. One takes you to the #Shifting Sand Land painting room (you can still jump out of it), the next takes you to #Bob-omb Battle Field painting room. There's a hover FLUDD here which makes it easy to get to the #Secret upper passages. There's another passageway blocked by Bowser.

If you jump right over the gray rotating squares, you get to a warp tube that takes you to #Thwomp's Castle (secret course).

Thwomp's Castle (secret course)

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tag: "Hey you Goomba! Can you move under me? Good; just a little more to the right; little more, perfect..... SMASH!! Mwahaha!" Just move through it. Use double left or right keys for a burst of speed; it's often safer to jump on top of a thwomp block, or the topmost of a set of thwomp blocks. Get Castle Secret Star group B

Castle Basement 3

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The door at the bottom of the diagonal water passage takes you to #Bowser's Second Trap (secret course)

Hazy Maze Cave

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6 star coins, various boxes.

The Underground Lake

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Move right, keep moving right, when you're warned about the bottomless pit go up and make your way over. You fall down the passage with a red coin (3) and a star coin (4).

To the right and up from the Spin Star is a metal cap. This is for "The Secret of the Lake" mission below, so just head to the left, into the water, over a ledge and then jump up to the left and get the shine sprite.

The Deadly Toxic Maze

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The only way out of this is to rocket out through a false ceiling near the start, so in general don't take it if you're pursuing other goals. From the magic carpet room go left, and fall into the toxic ooze.

In the toxic maze upper passage, to the right of the green vertical platform, there's a spinning heart on dry land. To the right and above this is a metal star that makes you impervious to the toxic ooze.

In the toxic maze middle passage there's a spinning heart above three gray stones in the ooze.

Further right past this is a set of passages in the roof that leads to another metal star that makes you impervious to the toxic ooze, and also a star coin (6).

Further past this is a wide open roof area with another spinning heart.

Move all the way through it to the right, and there's a shine sprite!

The Caged Shine Sprite

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Rocket up from mushroom near red FLUDD box. Head left then up, then rocket through the roof to an upper passage, head right. (On one of the wooden balance beams across the chasm, there's an arrow up. Jump up and slightly to the right, rocket up, and get a star coin (2)

Make your way across another chasm with lots of coins and critters at upper right. Get to the top, head right, fall down, fall through the false floor and you're next to the shine sprite. There's an invisibility cap in here too.

Excavating the 8 Red Coins

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(This mission contains Star Coins 1-5 as well.)

Head right, get the red FLUDD. Rocket straight up. In the upper left of this room is a Zoom instruction sign and a red coin (1). Directly to the left of these is a hidden passage in the wall with a Star Coin (1). Directly above the Zoom sign is another hidden passage; rocket up to get the second red coin (2). Exit this room to the right.

Jump to the first wooden tip lever. Straight up is a Star Coin (2). Exit with a careful fall into the Pit Room below. Head out of the Pit Room to the right (beware falling boulders). Just before the exit, rocket straight up into where the boulders are falling from; to the right is a Star Coin (3). Go back down and exit the Pit Room to the right.

Fall down the vertical passage using a Spin Attack. To the left is a Star Coin (4) and to the right is a red coin (3). Land at the bottom of the vertical passage (the far left of this room contains "Underground Lake" Shine Sprite) then turn around and head back up with the Spin Star. Exit to the left, back into the Pit Room.

Make your way to the far left of the Pit Room and go down the Vertical Hallway. Exit out the second hallway down, the first on the right. This passage leads to a cavern with rotating green platforms; partway up there is a red coin (4), and way up is another red coin (5). Rocket out the top of this and come out into the Pit Room. Either exit to the left and return to the Vertical Hallway or fall to the bottom of the cavern with rotating green platform and go left to rejoin the Vertical Hallway.

Head down. Once on the ground, head left along this to the Side Room with the magic carpet, and the Red Coin Map sign.

Above is a huge cavern. Near the top right is the last Star Coin (5) for this mission. As the map shows, it has red coins (6) (7) and (8). Get them and the Shine Sprite appears in this room.

(To the left of the magic carpet is a flat section with ledges visible below it within the rock. This is the top of the Emergency Exit from the Toxic Maze below, where Star Coin (6) is hiding.)

The Secret of the Lake

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Locate the 5 Silver Stars.

From "The Underground Lake", get the metal cap and stomp through the underwater block to the far left. Then just move around. The rings of coins give you air as well as health, so get them after you get the stars.

Boo's Mansion

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There's a small building on the left, the main building.

There's an invisibility (?) star cap far to the right in front of the main building.

The basement

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The small building on the left has a shaft that falls to the basement.

Fall down the shaft, then head right and get the turbo FLUDD. Just before the shine sprite (trick!, see later), there's a big pool of water. If you go down into the water (use the sideways turbo FLUDD to zoom through) and head left and down there's a red coin (1) and another red coin (2) if you take the passage that doubles back. If you head left at the top there's a spin star that shoots you to the top.

Basement Shine Sprite

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If you travel to the far right and jump for the shine sprite, it turns into Big Boo!

Quickly head back left using turbo FLUDD, away from Big Boo. You have to activate the first switch to turn on the lights, go through a simple maze in the water (or rocket over it), activate the second switch, and then there's a caption telling you to ram into Big Boo with turbo FLUDD who should be lumbering after you. You'll stun him, then run in the other direction and prepare to do it again. Do this three times and the shine sprite is at the far right, for real.

The main building, ground floor and upper floor

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In the main building ground floor there are four dark wood doors:

  • The far left door is locked (...at first!)
  • The next door over takes you to the floor of a room filled with Boos.
  • The first door on the right of the entrance has a lock symbol on it and you need the first key from this level to enter.
  • The far right door has some platforms on the way to a door to another room. (If you fall down you land in the basement.) In this other room grab the turbo FLUDD make your way up to the top and right to get a purple key. If you head across and left, there's a red coin (3) (this is all much easier if you have the hover FLUDD).

Once you have that key, travel back to the main building ground floor and use it on the third door with the lock symbol.

This is Big Boo's Staircase. To get to the second staircase, do a crouch then backflip from near the top of the first staircase. The door at the top of this takes you to a main room, which is actually just above the main building ground floor. The door to the right of where you came in takes you to another room, make your way to the right and just above some jet packs is a red coin (4). There are coins across this room in mid-air but they don't lead anywhere at first...

In this higher part of the main room, left across a moving green platform, always grab the Hover FLUDD here!!

The first door you come to (to the right of the FLUDD) takes you to a higher part of the room filled with Boos. If you get the invisibility cap here, you must hover across the red girder section otherwise you'll fall to the floor. Head further right to get Boo's key to the West Tower (a.k.a. The Cable Room).

Assuming you got the invisibility cap, you can fall down through red girders to the left to get a red coin (5).

In this higher part of the main room, the far left locked door to the left of the hover FLUDD takes you to the Cable Room.

Once you get the rocket FLUDD, you can boost up to the top gray platform above the moving green platform. You need invisibility to get to the #Top doors here.

Note that once you've been through the course and gotten all three FLUDDs, the next time you go through just grab one kind of FLUDD and you just rocket to the higher part of the main room from the bottom of the main room.

Cable Room

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If you fall down in here you land in a bunch of rotating gray squares, to the right is a locked door. "Both Green & Golden lights shimmer from the other side of the door, however, something is preventing you from opening it." Use "Z" to close out of the sign, like all signs.

If you make your way across to the right of the rotating gray squares, there's a door that takes you to the ground floor far left door (that is locked from the other side).

If you don't fall down in the cable room, just make your way around, use hover a lot. Pretty high up in the center is a red coin (6). At the very top left there's a star coin (1).

At the very top right are two doors. The first one you come to (on the left) says "There is no other side to this door, so it won't open!". The next one (on the right) takes you to a big brown room.

Big brown room

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From where you come in from the Cable Room, there is a star coin (2) above you on the left. Way over and up on the right is a shine sprite behind a barrier.

The double doors to your right lead to #High outside the castle. Further right is a door but "Both Green & Golden lights shimmer from the other side of this door, however, something is preventing you from opening it."

High outside the castle

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The double doors to the right lead to high on the outside of the castle where you'll find the Big Boo's Balcony shine star.

If you go left and jump on the block, you get to a door that takes you to the far left of the big brown room. Get the rocket FLUDD! You can now easily get to the above-mentioned star coin (2).

Back in the big brown room, the single door to the right of the double doors takes you to a room full of boos and a 1-up. Just spin across to it. When you exit out of the same door you come out on the right side of the big brown room!

High on the outside of the castle, if you go right and jump on the block, you get to a door "From the other side of this door, you can almost hear the sound of a Shine Sprite..."


From either high platform high outside the castle, you can rocket to a top center platform. The double doors take you to a room of books for #The Secret of the Library. If you jump above them there's a star coin (3) at the tip of the building

The Secret of the Library

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Enter the second door from the left on the second floor, and get the invisibility cap. Quickly hurry out of the room. Assuming you have rocket FLUDD, blast up to the ledge INSIDE the house above floor 2. Climb into the big book and you will go to subcourse made of books. There is a star coin (4) at the middle left, and at the top, a shine sprite.

'Switch' to the Secret room

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Help text: Get a Grip! This ghostly Shine Sprite has been gobbled up by the Ghost's secret room. By getting to the Ghostly Golden and Ghostly Green switches, by golly, you might get the garment, but be on the guard from the gruesome ghosts.

At first the far left door on the main building ground floor is locked. But then... ? it opens.

Make your way left across the turning gray blocks into another room containing a red coin (4), a 1-up, and at the top left, the green switch!

After operating the green switch, return to the bottom of the main building. The first door on the right of the double doors takes you to the staircase as usual, but on the landing there are now green elevator blocks above! Jump from one to another to get a red coin (5). If you get out of sync jump out of the way to avoid getting crushed and use rocket FLUDD.

Continue up the staircase to the upper part of the main room. Head left past the moving green platform to the hover FLUDD box. The door on its right with the room full of Boos now has a higher section you can get to full of green rotating squares and beams!! At the top left is a star coin (5), and at the top right is the yellow switch! If you're going for red coins, fall down from the yellow switch , if you don't have invisibility return to the center platform, and then fall through the red girders on the right for the red coin (6).

Return to the staircase, go up again to come to the higher part of the main room. The door on the far right now has green and yellow rotating blocks above! Hover, spin and bounce around, at the top right is a star coin (6). At the top left are two doorways. The first one you come to (the right one) leads to the big room, but now you're on the other side and you can get to the shine sprite!

Hunting for Red-Coins

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The order suggested above is easiest. When you get the last one return to high up in the main room and the shine sprite is above and between the two doors to the right of the moving green platform.

Wet-Dry World

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(Mini-Course #2)

263 coins: get a lot before heading to the underwater city where the smashable blocks have lots of coins.


The Top of the Town

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Tag: Wet-Dry World is called Wet-Dry World for a reason, use that to reach the top.

The red switch on the "dock" makes wood blocks appear, leading to a blue button that raises the water level. You can also land on this blue button by firing up from the cannon.

Raise the water level, head left, get the turbo FLUDD. Go in the water and turbo left for the silver star (2), then turbo back. Make your way up using the platforms and you'll see the shine sprite in the air. First jump off and spin sideways to the star coin (1) and keep going to get the hover FLUDD. Then go back up the platforms to the shine sprite.

The 5 Secrets of the Shallows and Sky

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Tag: Five Silver Stars are hidden around this place... Now to find them.

The red switch on the "dock" makes wood blocks appear, leading to a silver star (1). It's much easier to get if you acquired hover FLUDD. You can also get this star by firing mostly up and slightly right from the cannon floating to the right of the dock.

You can also fire Mario very slightly right to get the 1-up.

You can also fire Mario a little more to the right to get the star coin (2) (very hard to get). If you get rocket FLUDD you can get this star coin by jumping up off the platform with the blue switch and activating the rocket at the top of your jump.

If you use the cannon to get these, you want to catch these on the way down — if you aim right for them you may fall into the steel column on the left that leads to #Red Coins in the Underwater City and there's no way out.

Swim down to the blue switch underwater to lower the water level, then go left and spin to destroy the blocks around the silver star (2). Use the rotating green platforms to get to the invisibility star, then immediately turbo FLUDD left out of this "scene". You need to jump or hover or backflip over the low blue water switch, because you want the water to remain low. If you still have invisibility, head right into the steel cage containing a silver star (3). If you avoided raising the water level, head right a bit and ground slam the block below ground to get the next silver star (4). Head back left and use the rotating green platforms to jump to the final silver star (5). You may need to head back left either to lower the water level again for (4) or get invisibility again for (3).

If you got all five stars, head left to the platform where you start. You can raise the water level using the blue switch in a niche in the far left wall, or if you have rocket FLUDD from exploring the Underwater City, you can use that to get there.

Red Coins in the Underwater City

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The switch on the "dock" makes wood blocks appear, leading to a blue button that raises the water level.

After the water level is higher, get in the cannon, fire about half-way between straight up and right so that you fall down the blocked-off passage on the right. Get the turbo FLUDD, use it to zoom through the passage further left.

In the new room jump up and turbo sideways to get the star coin (3).

Get the metal cap above the raise water switch (it's already set), jump left take the green platforms through the rings and spin to destroy the blocks on the left full of coins and a red coin (1).

Fall down past the platforms and on the yellow stone building is another block you can spin to destroy for coins and red coin (2) on left...

Fall down further and in the middle of the rotating green platforms is another red coin (3).

There's a coin on your left but you need invisibility to get it. Follow the blue arrows to the switch to lower the water level.

Head to the far right where there's an invisibility cap under a stompable block; get it, rush back left (use turbo FLUDD) and into the cage to get the red coin (4). There's also an invisibility cap in here.

While invisible, go to the jagged rocks, jump up onto the rotating platforms above them, jump across to the brown building behind the blue switch, then across and right to rotating blocks to a rocket FLUDD behind a metal fence. Use hover FLUDD if you mis-time it to keep heading up. If you run out of invisibility, repeat. It's worth getting rocket FLUDD.

Now that you have rocket FLUDD, you can rocket up to the ledge with a red coin (5) above you, spin to break through the blocks guarding it. To the left are rotating platforms with a red coin (6) in the middle.

Go back down to the bottom. The water should still be low, so you can stomp to break through the stone protecting the red switch. This makes a lot of wooeden blocks appear to the right. If you race through them you can use them to move to the right and then up to the a walled off area above that contains red coins (7) and (8). But if you run out of time and the blocks disappear, just use rocket FLUDD to get there. Stomp the stone protected them and collect the coins.

Make your way back down and left and the shine sprite appears on top of the building behind the low blue switch. Use rocket FLUDD or the rotating platforms to get to it.

Star Coin rewards

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At 16, tag: You can now enter the first room right of the Level Designer. In the room is a reward of a Star Sprite. There is a hole in the ground that you can simply double jump over. You now have a free Star Sprite!

At 32, tag: You now have collected half the Star Coins in the Game! For it, you receive a Special Prize!! Check out the hallway to the right of the Level Designer to see what it is. Spoiler: Every time you walk through the door, you can change characters between Mario and Luigi. Luigi actually jumps slightly higher than Mario.

At 48, tag: With 48 Star Coins, you receive a third prize!!! Check out the hallway to the right of the level designer from Inside the Castle Grounds from castle shines sprites to check it out all!

Bowser's Second Trap (Fire Sea Course)

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tag: ........ Bowser definitely didn't construct all of this just to stall you... In fact, this Fortress looks hundreds of years old........ But if Bowser didn't make this........ then who made it? ...... And why?......

Spin to break through the first "solid" wall. General strategy: if you're falling, spin and aim for something solid.

On the row of triangular platforms that rise and lower out of the lava, stand on the very tip of the triangle and you won't get hurt when it sinks.

8 Red Coins

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The platform paddlewheel is hard. But the heart on its left recharges your health if you run through it. Take advantage of this; get rid of the creatures, get the red coin (1) in the paddlewheel's path. If you wind up falling into the lava aim for the jet on the left and it will shoot you up and back to the heart.

The three dropping plinths are tricky, you have to jump just right off the middle one. You can either jump onto the tallest, or jump over it and spin down to a platform on its right that lifts you back up.

In the metal cage, don't jump, just stay low to avoid the fire jets above. There's a red coin (2) in the cage amongst the jets, you have to jump off the moving platform and spin over to it, trying to avoid the jets. There's another red coin (3) below the platform, you have to fall off the platform as it goes up then fall under it to the course below.

In the area the platform brings you to there is a row of coins to your right then a column of coins down. If you jump over here you land on top of the metal cage with the jets and you can re-enter the cage by jumping off and spinning back inside. Anyway, move left. Jump off the front of the platform early and spin at the blocks to collect coins and get health back. The last platform over a red coin (4) and fire jet is hard, just keep watching and time your jump onto the platform.

All the platforms and lava rocks after this sink rapidly, so hustle through them. At the top of the lava rocks is a star coin (1), and on the left side of it is a red coin (5). As this collapses prepare to enter the spin star it exposes.

The spin star takes you to more triangular platforms, just take your time. There's a red coin (6) you can run to at "low tide". Get the turbo FLUDD and use it to get past the next falling block, then get the rocket FLUDD int the structure. Spin for coins in the blocks, then fall to get the red coin (7) and life. In theory you could use the rocket to power out of the lava without burning. Then you have to drop down to the lava and come back out in a 'V' shape; again you can try to use rocket FLUDD to avoid getting burned. Land on the far side of the building and then rocket to its roof to collect the final red coin (8)!

Defeat Bowser again

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Follow the same path, but now run across the wooden bridge and meet Bowser! It's the same technique as the first #Defeat Bowser. Duck and jump his fireballs, jump over his shockwave, when he jumps in the air run to the other side of him, jump his shockwave, grab his tail, spin him, and toss him in the nearest gray and red sphere. (Easier said than done!) There's a bug here, it's possible to throw Bowser past the gray and red sphere on the left so that he just cycles around it.

Secret upper passages

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Go up the staircase to the right-side checkerboard level. At its end jump to the right. #12 on the map. You should pass straight into a secret passage in the black castle wall at about the level of the big windows. If you have problems getting to it, triple jump off the checkerboard level to the right, press against the wall, and spin. This secret passage takes you to a dip in the ceiling above the staircase from the top double doors (that takes you to the spin star and two green platforms). If you jump up and to the right you can see a hidden double door in the blackness with a big star on it. This is easy to get to if you have the hover FLUDD from the ceiling of #Castle Basement 2. Without hover FLUDD, it's very hard to reach. You have to jump up, twirl, immediately jump up and to the right and twirl, then jump up again, (alternative: do a triple jump, then jump again to also reach it.)

After you open the door, you're on top of a wall surrounded by spin stars. At the top left spin star, don't fire, just fall out of it. Jump up the platforms on the left, jump left into a hidden passage in the wall that leads to a secret area. #Magma Maze (secret course).

Below the pattern of spin stars are two doors. The door to the left takes you to a passageway that takes you to #Inside the Castle upper hallway. The dark wood door takes you to a high door outside the castle to the left of #Peach's Garden!

To the right of these are some platforms that take you to a rocket FLUDD and turbo FLUDD. below those platforms is a secret passage that falls into the upper hallway.

The leftmost passage takes you to the Hover FLUDD, and the Bombomb Battlefield & Shifting Sand Land painting rooms. The one next to it leads to the staircase between the "star-and-elevators" room and the upper hallway.

Inside the Castle Upper Hallway

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From left to right,

Magma Maze (secret course)

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tag: Somewhere in these molten caverns, there lies an oasis of Water (and a Shine Sprite).

Head right, spin through the wood, head up keeping to the left, when you can't go any higher follow the passage left to an area with a FLUDD!

If you fall down from here. There's an underwater maze, but the current pushes you right, so it's hard to get to the coins at the far left.

If you head right and up from the start, you come to a rocket FLUDD. You can use this starting at the perches to its left to head higher and up to the right, past the irritating red rockets to a star coin (1).

From the start, you need to follow the passages up and slightly to the right before heading left, across some hot lava (bounce off the shells) to reach the turbo FLUDD you need to get through the water. Once you get this, turbo back over the lava, fall down through the level until you come to the water, head left, and when you come to the strong current, turbo left through the water until you arrive on land at the shine sprite. This is the middle of the Castle Secret Stars 3 group.

Kamek's Castle (storyline course)

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tag: So this is where Kamek lives; It seems kind of small compared to how important Kamek is to Bowser...

Move through this. Don't rush too quickly through it, otherwise you can move beyond the visible area. In the boss battle, spin like crazy to push the big guy off the platform. You get a red shine sprite! It helps to destroy one of the gray cracked blocks and then stand on the other side. This way, the giant Bully runs off the edge by himself. He may walk over it a few times before finally falling through. You must do this to him 3x, and he grows larger with each fall. However, he will always be able to fit down the hole, regardless of size.


This is the 4th shine sprite in the storyline group in the Star Map.

Lethal Lava Land

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The Bully's Tower

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tag: The Bully-Toad War (abbreviated as: B.T.W.) is reaching its climax! The Blue Toads now have the key to victory, but can you help them achieve it?

Head right, enter the toad tower to get the hover FLUDD, head past the bomb field, and at the top of the smaller reddish tower is a star coin (1) Where the rockets fire at you, jump over and twirl to get coins. Head up and enter the tower. In the tower just spin a lot to push bullies out of the way. Hop off the orange platform just as the fire jets start.

Into the Volcano

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tag: The Volcano has been rather volatile recently, perhaps due to a shine sprite?

Head left, jump a lot as much of the land sinks. You are heading past the steps area where the red coins are. There's a star coin (2) low in the lava. You can head up into the red coin area to get the metal cap to easily get this without losing life.

Get the rocket FLUDD below the volcano. You can also head further left and get a turbo FLUDD from the next outcropping. Then rocket up following the red arrow to go inside the volcano. Then your motion through the volcano is just speed and timing. There's a star coin (3) It only gets worse, you'll lose some lives. In the final section of fast-moving lava, skip platforms and if you do burn take advantage of the big jump it gives you.

The Lava Wheel

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tag: The Toad's Lava-Wheel, which power's [sic] their Lava Castle, appears to have Silver Stars in it!

Just head right. At the toad fortress you can use the spin star to launch up in the air. At the top of the tower there's a metal cap you can use so the lava won't hurt you for a while. Head right past the battlefield, jump and hover through the fast platforms, then use the spin stars to launch you onto the lava wheel. Head as far as you can to the right to give yourself more time to drop inside and grab the silver stars and also a star coin (4). The last silver coin is very close to the hub.

The Secret of the Fortress

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tag: A Secret passage lies hidden inside Blue Toad's Fortress... if only you could find it..

Enter the fortress and spin and jump a lot.

spoiler: spin to destroy the lower left corner brick in the left column of water.

This takes you to a crazy level full of bullets. As the signs say, spin to destroy bullets and land on bullets for a jump. There's a star coin (5) near the top of the level, you'll probably die getting it.


Red-Hot Red Coins

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Head left over the falling structures to the green platform that rises up. There's a red coin (1) underneath it.

From the top of this green platform head right and spin into the spin star. This sends you to the top of the falling structures and you should get the red coin (2) there.

Take the green diagonal platform up and left. The map on the platform shows the red coin locations.

Head up to the right to get a red coin (3) and the hover FLUDD. Jump up and hover onto the rotating green platforms and get the red coin (4) in the middle. Jump up and right over logs to get a red coin (5).

Head up the logs to the left onto the platform. Skip the metal cap (??) and fall through the gray supports and hover to get the star coin (6) underneath it.

Go back up to the platform with the map, go left onto the three fast rotating platforms and get the red coin (6). You can fall down from here onto land.

Head back up the platforms, and this time get the metal cap. Arrows appear directing you downwards. Fall down into the lava, and under the balance beam get the last two red coins (7 and 8).

Tall Tall Mountain

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Go left at the start for a star coin (1) in an updraft.

On the path to the right between two platforms is a star coin (2). But as you'll fall without FLUDDs, grab it after you finish the silver star part.

Doing 'Blast off to the Lonely Mushroom' first is recommended so you get rocket FLUDD and hover FLUDD.

Scale the Mountain

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tag: Here in Tall Tall Mountain, anyone who can climb all the way to the top deserves a reward. Your reward... is a Shine Sprite...

Rocket up as above until you reach the level of three rotating blocks. Rocket to the round platform above, jump up-right and rocket again in order to land on a platform with a cave entrance. Keep going up from there until you get the start sprite on the summit.


The Red Coins of the Mountain

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Head right for the first red coin (1), and in the rotating platforms another red coin (2). The rotating platforms around red coin 2 is fast, so be careful.

Keep going to the backside and find red coins (3 and 4) either side of the four rotating green platforms. Get the second one by jumping and spinning from the pointy rock on the right.

There's another red coin (5) to the right of three rotating platforms. Go up and find two more red coins (6 and 7) either side of another set of four rotating platforms. Go higher, get on the green platform that moves to the right, and get set to jump up and spin for the final red coin (8) and another star coin (3).

Silver stars in the skies

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Rocket up to the rock block above. Rocket again and steer to the right. You will end up in the middle part of the water fall. Go right for the turbo FLUDD if you like, and rocket up to the level of rotating blocks. Go left from there.

The hover FLUDD is tricky to get, as there's an up-bound current. Going up will see a rocket FLUDD. Rocketing right there will get you a star coin (x). Traverse the space above. The leftmost silver star is inside a brick box with sliding platform entrance, so time your rocket FLUDD thrust. The rest of them should be easy enough. Keep rocketing when you are out of the current. The rightmost FLUDD is lower than the others, jump from the rightmost cloud platform.


Blast off to the Lonely Mushroom

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Go to the backside and to the right of the red coin star sprite look for a down arrow. Pressing down there will place you in a cannon. Aim right and shoot. You will find yourself in a new section.

Grab the rocket FLUDD and then jump onto the mushroom platform. Rocket to the higher mushroom and again on the balance platform to the right (watch out the Yoshis). Carefully traverse the rotating green platforms and you'll see another rocket FLUDD. After that, jump onto the green platforms one by one until you need to rocket. On the second rocket, jump then rocket, otherwise you won't go high enough.

Once you are at it, if you grab the stuff on the moving platforms, prepare to quickly jump off and FLUDD as they are traps. Go left over the rotating blocks and carefully fend off the creep on the small platform. Jump left then rocket to grab the star coin (6) and go to the right for the star sprite.


The Secret of the Mountainside

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"Scale the mountain" halfway until you enter the cave entrance. Go through the course to get the star sprite. As the first step is to get the invisibility star, take in mind that steel cages act as gaps, and beware not to smash the wooden blocks.

Go get the invincibility star on the right. Now wooden blocks are gaps, so keep yourself on the metal platform. Go all the way left until you reach the rotating star. Spin up and you'll get the first silver star.

The second silver star is on the top-left, beyond a diagonal row of rotating blocks. The third and fourth silver stars are on the outermost (cyan) circle of rotating platforms. Keep yourself on a platform to get both. After that find a orange platform and jump on it (preferably doing it at the upper part to avoid falling into the void). Do the same into the green platform. The last silver star is at the bottom of the green circle and the star sprite is on the top of it.

The Cave of Empuzzlement (castle grounds)

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tag: Be careful, this labryinth of Locked Cannon, Metal Bricks, Invisible Walls, Floating Elevators, Rocket Fludd, and Turbo Fludd will twist and mutilate your mind beyond sanity.

Raise the water to get to the invisibility cap, run back, lower the water, break through the block, get the metal cap to break the block that's still underwater, then turbo FLUDD right in the long passageway to the button that uncovers the cannon. Turbo FLUDD back, raise the water all the way up, get in the cannon and fire yourself up and to the right to land in the narrow passage to the shine star.(This is the 1st star in the 3rd castle secret star group.)

Level Designer room

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In the Level Designer room, hop on the ledge with the black paintings, and triple jump off of the platform towards the right wall to enter a hidden passage. This takes you to a star coin (#2 of Castle Star Coins). This is easier to do when you've got Hover FLUDD. The castle Hover FLUDD is in the secret passage to the left of the Shifting Sand Land painting, just as the castle Rocket FLUDD and Turbo FLUDD are in the cheat Upper Hallway, next to the main entrance to the Level Designer. Hover FLUDD off, and take the secret passage. This leads you to above the door locked with the Second Bowser Key. After that, it's easy. So far Hover FLUDD up and you should find a secret door with a star on it. Go through here and you've got the other 2 FLUDDs. Then go down the right passageway and you've got into the Upper Hallway. Happy Shine Sprite hunting.

Top of the Castle: Star Room

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  • Far left is a cloud painting to #Rainbow Ride
  • Jump up the red steps to a doorway to Top of the Castle: The Staircase, which falls into a room from which you can see #Bowser's Castle. Take the spin star to get there. (To skip this, you can grab the rocket nozzle from the 'fake' Upper Hallway. If you go to the Main Hall of the castle, stand under the Sun on the wall above the entrance to the elevator room and blast with the rocket nozzle, you skip straight to the entrance to #Bowser's Castle. You can then use the spin star to enter the level from there.)
  • Jump up to the clock in here for #Tick Tock Clock
  • To the right, jump up and take the spin star to #A Galaxy of Stars (secret course).

Rainbow Ride

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You may want to do the #Floating Mansion in the Sky first so that you get rocket FLUDD early on.

Cruiser Crossin' the Rainbow

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Ride the magic rainbow carpets all the way to beautiful blue sky and across fluffy clouds of cotton candy and golden concoctions of sweet riches to the magical floating ship in the sky.

Ride the first rainbow carpet, jumping over stone obstacles. Get the hover FLUDD. Before going on the next one, go to the wide platform on the left and get the star coin (1).

The next magic carpet is a bear, especially when you come to the V shape. Hover off, rush up the logs to the top. Even if you fall some ways behind you can bounce off creatures and bullets to catch up with the carpet. In the next section it's easier to hover and bounce off creatures above the carpet, and wait for it to catch up with you.

At the end of the second magic carpet, as the sign says "You could go either Right ot [sic] the Cruising Ship, or Left, to the Floating Mansion in the Sky.

So head right onto an equally hard magic carpet. You don't have to spin destroy all the blocks. There is a star coin (2?) as you ride up. If you fall behind in the spinning blocks you can hover and bounce off creatures all the way to the end where the ship in the sky is, and get the shine sprite.

The ship has a cannon...

The Floating Mansion in the Sky

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tag: For some reason, an old, cranky rich geezer decided to buy a giant floating house, and he's left a Shine Sprite in there.

Same first two magic carpets, then head left as the sign says.

Jump over the transparent blocks, spin to break into the balance beam as the carpet goes above you and spin again to get out. The carpet next goes below a transparent block, here you must jump off in advance, jump and hover across the falling logs and then jump back on. As everywhere else, jump up and kill creatures in your way. Near the top of this block there's a star coin (3?) that you can fall onto as the carpet comes, then spin to get into the mansion. Whew!

Get the turbo FLUDD and rocket FLUDD in here, then go up and out the top of the mansion for the shine sprite!

Tricky Triangles

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Ride the first magic carpet to its end. Go to the right and hop on the gray hammers across to the spinning triangles and onto a blue-brick platform. You come to a passage with a falling slab. Dodge the bullets or spin on them, wait for the slab to come up by the side of the passage. Get the hover FLUDD, then head across the spinning triangles and collapsing lumps. Operate the red switch to make it easier to race across the tops of triangles above to the next section. Eventually you get to the shine star.

There may be a cheat to bypass this. If you have rocket FLUDD, instead of falling down the passage, rocket up to a ledge above where the warp tube for #The Secret of the Triangle Tower is. If you jump sideways from here and rocket up, you can get to the shine sprite without going the long way.

The Secret of the Triangle Tower

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tag: That Blue-Brick tower to the right has a small ledge full of secrets, but it's too high to reach without Rocket Fludd...

Indeed. Just head to the the blue-brick platform, and rocket up to a warp tube. This takes you to a course where precision jumping is critical. About two-thirds of the way through there is a green platform with a Goomba on it that moves to the left. As it passes over two swinging hammers, there is a rotating triangle above. If you jump when you see this, and jump again when near it, you can land on the rotating triangle and then jump to the star coin (5) above.

The Maze of Red Coins

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Ride the first red carpet then go left. On the way to it is a star coin (6) underneath a ledge that you can get to by landing on a green platform below; if you don't have a rocket FLUDD to get back you can jump right and spin to fall back to the start. If you continue left past this you come to a complicated gray structure. All eight red coins are in here along with a hover FLUDD and the shine star you get as a reward. Just jump and hover FLUDD to get them all. One of them is below a gray platform that lowers. There's also a star coin (4) but it's only accessible with rocket FLUDD.

Tick Tock Clock

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This is mini course 3.

The Top of the Clock

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tag: Make your way across this wacky world of Chronoic Chaos.

Go left then up and right, (ignoring the complicated pendulums for now), to the spin star which launches you into the second area. Ignore the red coins there for now, instead go up and right and get the hover FLUDD. Above it is a star coin (1).

Go left across the silver blocks with conveyor belts to the spin star which launches you into the third area.

In the third you have to jump onto one of the pair of yellow balls on a rod to get up to the rocket FLUDD and a star coin (3).

Then, move across until you get to the small green vertical platform. From this, jump on the minute hand of the clock, keep adjusting your position as it sweeps around, and jump off at the 12 o'clock position to the shine sprite!

The Flippin' Red Coins

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Red Coins can be tricky, but did you know that they can actually flip you off (the platform)?

Just head up to the area with them. As you start, when you get to the orange block against the left wall, use the rocket FLUDD to get the hover FLUDD in an alcove in the left wall. With rocket FLUDD they're easy.

The Pit of the Pendelums

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tag: Swing across along the Giant Pendelums to reach this Shine Sprite.

Either land on the yellow balls of the series of pendulums and swing across, or just rocket up to the shine star on the left wall. Above the forest of pendulums is a star coin (2).

A Galaxy of Stars (secret course)

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tag: Collect the five Silver Stars around this Galaxy; from sunken in floating seas, spinning within planet's cores, to locked inside castles.

Go right to get a silver star (1) under a big spinning green planet.

Come back, get on the rotating platforms, spin star to top of spinning green planet. Go left and fall below the curved gray structure to get the silver star (2).

Return to the this gray structure and go left and up and jump into the water to get another silver star (3). Then return to the gray structure and take the spin star above it to the spinning green planet with lots of tunnels. Above it is a silver star (4) and towards the lower right is the last silver star (5). Just move around from piece to piece.

Bowser's Castle

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Once you have progressed far enough in your struggle through this, the room from which a sling star launches you to the castle has a warp pipe shortcut that takes you to the air level above the spires.

Bowser's Castle Red-Coins

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Make your way across the front, there is a red coin (1) in the lava, between some rotating green platforms, then enter the castle proper.

There are four doors around this room, each leading to a course that has a red key.

Enter the door on the left and work around to get a red Bowser Key (1) and a red coin (2).

Then enter the door on the right and do likewise. Use the metal cap to charge through the lava. After getting the second red Bowser Key (2), go to the top, get the red coin (3), then get the invisibility cap (which makes it easier to get past the falling gray platforms by running through a grate), then get the 1-up and make your way back to the main room.

If you hurried back to the main room from this lower-right door and still have invisibility, return to the middle of the room. Above the big door into the main room, between two sets of brown rotating platforms, is a grated area. With invisibility, you fall into this and get a star coin (3 of Storyline star coins).

If you have the turbo FLUDD, or you can time your jumps on creatures and bullets, you can use them to get to the two upper doors in this castle main room. Otherwise return to the center up the falling logs and use the platforms to get to the cannon. First shoot straight up from the cannon to get another red coin (4). Then, use the cannon to shoot you to the left at about 45 degrees, aiming just below the walls that surround the platform above the cannon. (zoom out). Instead, if you want you can shoot yourself to a door to the outside and go to higher levels to get turbo and rocket FLUDDs; but you'll have to return to this big room to get the other two red keys in the two high rooms.

So shoot yourself far to the left or otherwise get to the far left across some gaps to a door higher up in the main room on the left.

This takes you to an outside lava level. go left, use the health heart. There are two red coins (5 and 6) in and to the side of the tower at the left, and at the top is another Bowser red key (3).

Return to the castle, head right to a similar door high on the right.

This room has a trick fall-away floor that takes you to a wildly mixed-up level. Get invisibility on the far side of the ice and return to the toad person in the metal box who activates a platform. Ride this to get a red coin (7), then ride it again and jump across the penguin creatures. High up at the right by a rotating wooden cross is the last red coin (8), you can get to it by jumping off the tip of the cross and spinning. Make your way back across and get the final Bowser Key (4). Below it there's a star coin (x), but it's tricky to get. You have to rush across the vertical passages below it and be ready with rocket FLUDD as you fall. You can balance on the top of the walls between the passages and then turbo FLUDD through the grate to the passage to the star coin.

Return to the main room and collect the shine star for the red coins at the center platform. (But you'll have to do the whole thing all over again.)

The Final Battle

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Return to the castle (unfortunately any FLUDD jetpacks you collected on previous attempts don't work on the way to the castle). Repeat the four rooms off the main room in the castle to get all four red keys (within the castle the game remembers any FLUDD jetpacks you collected on previous trips).

Now return to the cannon and aim up and slightly left or right to bounce off the walls around the high platform above the cannon. You should land on this platform, and you can go through a door to an outside rampart high up on the castle.

The left door here has a rocket FLUDD past some lava. Make your way up, eventually come to a door that lets you out at the top of the left spire of the castle. There's another door in the center, and a symmetrical one high up one on the right spire.

(The right door on this rampart takes you to the room with two angled spin stars.)

This right door takes you to a room with a turbo FLUDD. Use the rocket to make some parts easier.

Take either left or right spire to get to the upper level, hop across to the center even taller spire and go inside.

In here you can use turbo FLUDD to break through to the invisibility star.

Then a long long climb up the inside of the spire.

Finally get to a top left exit door, which takes you outside the spire. Run through the health heart, rocket or FLUDD up to a door above, and meet Bowser in his jetcraft.

Bowser fires various destructive projectiles and fire at you, then he shoots the multicolored rings that turn into creatures and a blue coin. Watch for an arrow to appear pointing at his jetcraft, and then jump on him to do damage. Do this three times, and you will beat him. But wait! That was just a robot!

Now a sling star will appear, and also a pipe which will return you to the castle. This pipe works both ways, and makes skipping Bowser's castle and going straight to Bowser possible.

(WARNING!: after this point if you get a game over you have to start this section of the final battle over again till you beat it, it's extremely frustrating!) Jump into the sling star and then go up the tallest tower, the hover FLUDD makes things easier. Near the top, there is a star coin (5 in the Storyline coins). After various levels of hard, a sling-star takes you up to the top. You will meet Bowser with "THE Meteor of Ultimate Destruction". The Final Battle works like the battles with Bowser in his traps. Grab his tail... but then you jump into the air. Remember your physics, if you do, you should knock Bowser into a sphere. Do that three times to defeat him.

<SPOILERS AHEAD>

Then, Kamek swings by, who informs you that the Meteor is too close to stop, but then reverses Bowser's force field, trapping the Meteor explosion in his castle. She gives Peach a ride to the Mushroom Castle, but part of the Meteor knocks Mario off the castle roof.

<END OF SPOILERS>

This section is timed. In the first part, keep up with the scrolling screen without falling into the lava. In the second part, triple jump on to the spinning platforms high in the air. If you don't do that, and fall onto the lower platforms, Bowser's Door will sink too far. On the finish platform, part will fall away, so jump off of it fast. The third part contains many Big Bullies. Either avoid them, or use them as a sort of trampoline. Take the sling-star past the falling Orb of Power and back to Mushroom Castle!!!

64th shine sprites and star coin

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63 shine sprites gives Congratulations! You have unlocked 1 short of Every Shine Sprite in the game. But I doubt you can [sic] the last Shine Sprite. It's hidden so well, you'll have to be able to leap over Waterfalls to get it. Oh, By the way, the Cannon outside the Castle is unlocked....

So go outside, get in the cannon and launch yourself high above the castle. You should land on the roof. You can double jump to higher roofs of the castle turret. The last roof is tricky, you have to jump onto the diagonal edge of it. Then walk up to the flag and jump up to a spin star that gives you lives and a winged fly cap. Go back to the cannon and now launch yourself right and past the pool. With the winged cap you should get to the edge of the Mushroom Kingdom.

The Edge of the Mushroom Kingdom

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You need the rocket FLUDD to go higher, but to get to it you need an invisibility cap. So go right, do not destroy wooden blocks. At the far right jump across to the turbo FLUDD box and you should get the invisibility star. (If you jump to the invisibility star, you will immediately fall through the metal.) With invisibility you can return on the wooden blocks and get the rocket FLUDD.

Get this and follow the red arrows up to clouds. Time your rocket jumps to avoid creatures above. There's another rocket FLUDD box on a cloud, and additional red arrows pointing up. However, you will not be able to get to additional platforms and a 1-up up and to the left with just the rocket FLUDD.

If you want you can rocket upwards and slightly to the left to reach Castle Star Coin 3 (the 64th star coin!). Zoom out with the - key and aim for it. If you miss, hold down the Right Arrow and X key to travel right and return to clouds. If you get this 64th star coin, the message is

tag: You got a Star Coin! Oh Dear!! It appears as if you have all 64 Star Coins!!! Every single one!!! For this, you have unlocked your final special prize!! You can collect it in the hallway to the right of the Level Designer!!

To continue on, from the cloud platform with the rocket FLUDD you must first go right to get a flying star ("Wing cap"). You can either jump across all the creatures, or just rocket to the right and spin tapping the right key. The flying star is in a pocket of bouncy birds. Get it and return to the left to the cloud platform.

Now its the tricky part. You need to use the rocket FLUDD near the up arrows, and then quickly hit the down arrow to start flying and then control the up arrow to aim yourself.

Now just follow the path without any big trouble to get your last shine sprite! No message will be displayed congratulating you for this great achievement though.


Spoiler warning: Plot and/or ending details follow.

End-Game Easter Egg

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Under normal conditions, after you complete the game and the credits have passed, you will see a "The End???" and Mario will say, "Thank you for playing my game!" However, if you beat the game after collecting every shine sprite and star coin, the message is "The End" and he will say, "Hey, you're very good! See you next time!"

OTHER TAGS

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Bob-Omb Battlefield: Hasn't really got a tag. Passageway of Secrets: tag: Shhh! You are in Princess Peach's secret passageway of secrets, secretly used to secretly travel secretly from room to room in secretistical secretism.


Star Map

 

The Star Map tracks your progress in the game collecting shine sprites and star coins. You access it from the pause menu. Click the icons at the left to alternate between the maps of Shine sprites and Star coins.

Each course names appear as ??? until you get a shine sprite in it.

Shine sprites

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Course 1: Bob-omb Battlefield * * * * * 331 coins
Course 2: Snowman's Land * * * * * 402 coins
Course 3: Hazy Maze Cave * * * * * 466 coins
Course 4: Boos' Mansion * * * * * 190 coins
Course 5: Lethal Lava Land * * * * * 163 coins
Course 6: Tall Tall Mountain * * * * * 245 coins
Course 7: Rainbow Ride * * * * * 208 coins
Mini Course 1: Shifting Sand Land * * * 115 coins
Mini Course 2: Wet-Dry World * * * 263 coins
Mini Course 3: Tick-Tock Clock * * * 85 coins
Storyline * * * * *
Bowser: Red-Coins * * *
Castle Secret Stars: Group A * * *
Group B * * *
Group C * * *
??? * * *

Star coins

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Course 1: o o o o o o
Course 2: o o o o o o
Course 3: o o o o o o
Course 4: o o o o o o
Course 5: o o o o o o
Course 6: o o o o o o
Course 7: o o o o o o
Mini Course 1: o o o
Mini Course 2: o o o
Mini Course 3: o o o
Storyline o o o o o
Castle Secret Star courses: o o o o o
Castle Star Coins: o o o


Castle Grounds

After completing any level, you'll be taken here. The Castle is where you enter all of the levels.

Note: This page may only make sense after the player beated the whole game.

First Visit

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When you complete the first tutorial, you'll be taken here to put the first Shine Sprite into the Shine Sprite Orb. A Toad named Eddie guides you up to the upper rooms. Go left once you get to the upper room, and either take the Sling Star or the platform elevator. Then go into the Shine Sprite Orb's room and put it in.

After that, Eddie suggests you go to Bob-omb Battlefield to find the next Shine Sprite. Below describes each floor. If you wish to continue with the walkthrough, go to here.

Main Hall

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In the main hall, there are several doors to choose from. On the absolute left, there is the door to the Bob-omb Battlefield room (unlocks with 1 shine sprite). To it's right is the entrance to Snowman's Land (unlocks with 3 shine sprites). Above these two doors is the entrance to Bowser's Trap in the Dark World (unlocks with 8 shine sprites).

On the absolute right is the door to Shifting Sand Land (2 shine sprites to unlock). To it's left is the secret course, Tropical Island (5 shine sprites to unlock). Above these two is a shortcut to the Level Designer room (5 star coins to unlock).

To the sides of the main entrance to the Main Hall are two wooden doors leading to the Backyard (10 shine sprites to unlock) and Basement (1 key to unlock). Above the entrance is a door leading to the Level Designer Room (5 star coins to unlock), Star-and-Elevators Room, Shine Sprite's Orb Room, and the Upper Hallway (2 keys to unlock). Also, on top of that door is the entrance to secret course, Secret of the Mushroom.

Basement

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To enter the basement, enter a door on either side of the main entrance door then go through the bottom door. You need a key from Bowser to do this though. Another way is to enter basement #2 from the moat outside the castle (need greeen star from Kamek). The last way is from the Shifting Sand Land Painting room's secret passage-- After you defeated Kamek in the garden, a passage leading down into the "dark room", a room right above basement #2, will be unlocked in that passage. In the dark room is a metal cap, and a pipe leading to Thwomp's Castle. There are also some false floors there for you to fall into basement 2, and for you to enter the dark room when you rise the water in the basement (2).

Once there, to the absolute left is a door to the second part of the basement (need green star), to its right is the Hazy Maze Cave Painting, on top of that is a secret passage with a sling star leading to Secret of the Sky(secret course). Keep going right is the door you came out with, then a secret door leading to Frosty FLUDD, then a 1-way slide, on top of the slide is another door leading to basement #2 (need 20 shine sprites), then a door underwater leading to Bowser's Second Trap: The Fire Fortress.

Basement #2

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You can enter the second basement by going through the leftmost door in the first basement. Once you're there, going right is the Boo's Mansion Painting, then the Wet-Dry World Painting, keep going right is the door leading to basement #1 (20 shine sprites to unlock). After that are two buttons that either rises or drains out the water. Between those buttons is a door to the castle moat.

Upper Hallway

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On top of the staircase led by the second locked door that unlocks after the second key from Bowser, is the door leading to the Upper Hallway. In the Upper Hallway...

The absolute left is the Lethal Lava Land Painting. Then the door leading to the glass room, which leads to Kamek's Castle (need 24 shine sprites to unlock). Then the door you came out from. After that is the Tall Tall Mountain Painting. Then the high cloud painting, you cannot jump into it, but ground-pound under it to enter the Cave of Empuzzlement. And finally, door to Star room (need red star from Kamek).

Secret Passage of the Upper Hallway
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Go in front of the door leading to the Level Designer Room, but don't enter it. Now jump to the right, into the wall. You should enter a secret passage leading to the ceiling on the right side of the Star-and-Elevators Room, near the door to the staircase. Now, about halfway between you and the edge of the ceiling, triple-jump to the right. If you've done it correctly, you should be standing on top of some sort of "invisible platform". Now go up until you reached a door, go through it. You can enter this door whenever you want, which basically means you can already enter the Upper Hallway even on your first visit. After you entered the door, you should be in a room like this:

  • A platform with 2 doors in front of it.
  • The right leads to Peach's Garden.
  • The left door warps you to the top of a staircase, in front of a door leading to the Upper Hallway.
  • 4 sling stars.
  • Invisible Cap.
  • 2 FLUDDs
  • 4 secret passages, 1 leads to a hover FLUDD, 1 leads to the staircase, 1 leads to the Upper Hallway, and 1 leads to Magma Maze (secret course).

This room is called the Power Up Room.

Top of the Castle

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With the red star from Kamek you can enter the top of the castle! It is called the Star Room. In the Star Room, to the left is the Rainbow Ride Painting, to its right is the staircase leading to the door leading to the endless staircase (it will no longer be endless if you have 32 Shine Sprites). On the other side of that staircase is the secret course, A Galaxy of Stars. To its right is the clock leading to Tick Tock Clock. Under the staircase is the door you came out from. If you have 32 Shine Sprites, you will break the curse set on the endless staircase and it will no longer be endless. At the end of it is a secret passage leading to The Final Challenge: Bowser's Castle.

Hidden Passages

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In Shifting Sand Land's room, there is a hidden passage leading to the secret course, Thwomp's Castle, to Bob-Omb Battlefield's room, and to Hover F.L.U.D.D and Power Up room.

Star Coin #1

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In the Snowman Land's room, there is a hidden passage to the right. There is a breakable crate in it concealing a Toad and a Star Coin. The breakable crate also has exactly 100 Coins in it, and restores every time you come to the castle, allowing for easy extra lives.

Star Coin #2

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In the level designer room, jump onto the wooden platform, then triple jump to the right. You should enter a secret staircase with a Star Coin at the end of it.


Bob-omb Battlefield

This is the first real course of Super Mario 63. Be sure to be weary of the Bob-ombs everywhere! This level requires 1 Shine Sprite to unlock.

Battle with King Bob-omb

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"In this land, Goombas and Bob-ombs have always been rivals. On top of Mount Bob-omb, the King awaits any challenger. However, the Goombas have never proved strong enough. Are you willing enough to risk a battle with King Bob-omb?"

Upon starting, you'll find yourself near a cannon and a sign. It tells you a little bit about cannons.

Star Coin #1

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Hop into the cannon near the start for this one. Point the cannon up completely. Fire, and you'll head straight into your first Star Coin.


Start heading right and jump on the moving platform. On the hill above you, you'll see a Turbo F.L.U.D.D. box. Usually by this point, you haven't unlocked it, so move along. Over some rocks ahead, though, you'll find a Hover F.L.U.D.D., so be sure to take it. Keep on heading right to a big rock with a cage on it in the background.

Star Coin #2

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Jump onto the wooden post in front of the rock cage. Jump, and then hover above. You should be able to reach it.


Head right when you'll find a crate in the ground, guarding a Turbo F.L.U.D.D. Jump over the cliff, and head right past the cannon in the tall rock and move onto the next section. As soon as you come into this section, you'll have a boulder rolling right at you, so watch out! Jump over or hover, either way, you should dodge. Keep heading right to a small rock and hop on it. Jump onto the hill to you left in the background from that rock. Start going left, and you'll find two signs reminding you that you can change the camera zoom and one warning of falling objects.

 

Jump to the next hill to the left and watch out for the boulder wrecking through crates. Hop onto the next hill to your right and continue. be sure not to fall off the floating platform. Go to the edge of this hill.

Star Coin #3

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On this hill, you'll find a crate and a Star Coin. Break the crate, as it'll make it harder to get back up after jumping for it. Jump down to the Star Coin. Once you see the screen that informs you that you've collected the Star Coin, get ready to hover back up. If you fall, you can simply make your way back up.


Jump onto the next hill to the left. Look out for the boulder spawner, jump past it. Be sure not to fall off the wobbly wooden platform. Then you'll come to a Health Heart, and a sign telling you about them.

"If you touch a spinning heart at a fast speed, they can heal you. In fact, they are better than coins, since they never run out."

Star Coin #4

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At the edge of this hill, there is a water bottle and a Star Coin. Use the same procedure as the third Star Coin. This one, however, is much easier. It is above a platform, so simply hover back up after going down there.


After doing this, go up to the next hill, and again, don't fall off the hill and jump over the boulders. After this hill is the actual top of the mountain. Go over to the left, and you'll see King Bob-omb, your first boss.

 

Unlike in Super Mario 64, you cannot pick him up and throw him. Instead he throws Bob-ombs at you. You must Spin Attack the Bob-ombs to fling them into the King to hurt him. You must hurt him three times to defeat him. Occasionally, the King will jump and create a shockwave. After getting him three times, he'll explode and you'll get your next Shine Sprite!

Island in the Sky

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"There's an island in the sky; journey upwards, past turbulent winds, past flying Koopa's, past even a butterfly (!!!) to reach the floating island in the sky."

Start by going to the section that contained Star Coin #2. Proceed until you reach the cannon inside the rock. Then, jump on the hill to the left. Stay still on the wobbly wooden platform until the platform floats by, and then jump on it. Keep on heading left until you reach some clouds. Then, head off-screen in the direction that the arrow points.

 

Jump past the little clouds, looking out for Parakoopa's along the way. You then should come to a platform moving back and forth, leading upwards. Ride it up to a Red Coin, and then jump past the wobbly platform. You should come to a Rocket F.L.U.D.D box and a lift. Jump on the lift, or use the Rocket to propel yourself to the next area. Assuming you took the lift, jump through the moving and bobbing platforms up to a cliff. Grab one of the first Star Powers in the game, the Wing Cap, and jump into the cannon.

Star Coin #5

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Use the cannon to shoot yourself into the Star Coin and grab it. If you mess up, use the Wing Cap to steer yourself over to the Star Coin. This can be tricky, however, due to the blowing wind. Just keep trying, you'll get it eventually.


After being shot by the cannon, use your Wing Cap to fly right, in the direction of the Coins. Soon, you should see a floating island with a Shine Sprite on it. Either fly into it, or land on the island, you should be able to get it!

 

The Five Silver Stars

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"Sometimes, a Shine Sprite can break down into five Silver Stars and get scattered throughout the land. You'll have to recover all five fragments if you wish to recover it..."

Go back to the cannon in the second section. This time, actually go into the cannon. The camera will zoom out to show a trail of Coins. Line up the cannon with this trail and fire! If you've done it correctly, you should get the first Silver Star.

If you've landed on the clouds, try to stay up there. If you fell, jump on the hill to the left of the cannon and take the Sling Star up there. There should be a circle of four moving platforms, and in the centre a Silver Star. Jump up to it for the second Silver Star. Take the Sling Star near the moving platforms to be launched into the third Silver Star.

 

Go onto the falling bridge over to the left. After the bridge, keep on going left past spinning platforms for the fourth Silver Star. Head back a little bit to these floating bridges. Jump across them to the last Silver Star.

After getting all five Silver Stars, go back to the cloud to the right of the long falling bridge to get your Shine Sprite.

Collect the Eight Red Coins

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"For some unknown reason, when eight different Red Coins come together, a Shine Sprite is formed. Nobody understands why, but it works, so take advantage of it."

Go right until you reach two crates stacked up on each other. Break them, and go under the bridge. Jump up and grab the first Red Coin. Then, continue right to the first rock in the ground, it's to the left of the Hover F.L.U.D.D. Jump onto the hill in the background from this rock. Keep on going left, and jump over the wobbly platform. At the end of the hill, you should come across the second Red Coin. Go back to the Hover F.L.U.D.D. To it's right is the third Red Coin.

In the next section, head right to the rock cage, and on a wooden post in front of it is the fourth Red Coin. Keep going right until reaching the cannon, and then jump onto the hill in the background. Right away you'll see the fifth Red Coin. Go left, while jumping through all the floating platforms, and head to the next section.

Right above the Hover F.L.U.D.D in this section is the sixth Red Coin. Just hover up to get it. Keep on heading left until you get to the platform lift. It'll take you to the seventh Red Coin. Go back right and exit this section. Keep on heading right until you reach Mount Bob-omb.

 

Remember to jump over the boulder rolling your way once you get to this section. Keep on heading right, jumping over all obstacles and enemies in your way. You'll see boulders rolling into a hole in the wall, with a Red Coin above this hole. Jump past the boulders and grab the last Red Coin. Head back to the first section to get your Shine Sprite.

The Secret of the Mountain

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"Do I know where the secret of the mountain is? Well, that's a secret. In fact, it's so much a secret that whether I know it or not is also a secret! By the way, this discussion is to be kept secret, understand?"

Go over to Mount Bob-omb. Once again, jump over the boulder that's rolling towards you. Head right, past the eighth Red Coin, to the wall of the mountain. Doesn't it look strange? Walk into it and you'll find the secret of the mountain.

 

Head right a little bit, and then jump on the lift. At the top is a Hover F.L.U.D.D to your left and another platform to your right. Go right, and soon you'll see a rotating rainbow cube. Jump past it to the wobbly platform, and then jump to the white rotating cubes. Jump past them to the next platform. Hop up the floating platforms moving back and forth up to another wobbly platform.

Star Coin #6

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For the last Star Coin, you'll see over to your left a lone platform. Jump over to it. It heads into rotating cube bricks. Jump over these rotating cubes to the Star Coin.


Jump on the wobbly platform, and then you'll see cubes moving back and forth and Coins over a wobbly platform. Hover past this, and you'll be at a brick platform. Over you will be golden cubes moving up and down. Jump and hover through these, and upwards is the Shine Sprite. Grab it to finish this course.


Snowman's Land

Snowman's Land is the first 'snowy' land and the 2nd main course of the game. It contains 5 Shine Sprites and 6 Star Coins, just like any other main course.

The Secret of the Igloo

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The last of the shine sprites, "The Secret of the Igloo", is located in a sub-stage inside an Igloo, which introduces the player to the metal, invisibility, and invincibility power-ups. The special feature of this stage is that the player needs to pass through the same locations multiple times to get one shine sprite.

Multiple power-ups normally add up, but in this stage, only one power-up can be activated at a time. This is necessary in order to be able to get the shine sprite.

Upon entering the Igloo, one has to jump into a hole barred with metal cap stars, F.L.U.D.D. use is also disabled, as it would bee too easy otherwise. The stage is filled with water and metal cages. First, the player in a metal state needs to jump and run to the right until reaching an invisibility star. Swimming there is not possible despite of water, as the character in a metal state sinks in water.

When reaching the right edge of the stage, a shine sprite is in visible range, but not reachable yet, as the player needs to both swim above the bottom death barrier without sinking down, and jump on metal cages to reach the shine sprite. One needs to collect the invisibility power-up, which deactivates the metal power-up in this stage, and swim the entire way to the left, during which one passes through a metal cage as enabled by this power-up, until reaching a sling star.

The sling star shoots the player to the right again. An invincibility star is collected in the air, allowing the player to both swim and jump on metal cages to reach the shine sprite.



Mushroom Kingdom

Mushroom Kingdom

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"This is Super Mario 63's tutorial."

The game should start out with a short introduction cinematic of a couple of Toads talking about Mario's surprise party. After that, then you'll be shown Mario, who walks over to a sign that reads:

"Welcome to the Mushroom Kingdom! The first thing you need to know is how to move (Arrow Keys), and how to read signs by pressing Z. Try reading that sign over there."

 

After reading the sign, press Z to close the pop-up and gain control of Mario. Walk right a little bit to the next sign and press Z in front of it. It will bring up a pop-up.

Controls:

Actions: ↑ key
Move: ← → Z X C

After looking over the controls, close the pop-up to start your quest. Walk over to the right, and you'll come to a new sign.

"You can run by double-tapping left or right. In the air, you can press down to lunge or dive forwards. Also, while ducking/crouching on the ground, you can backflip off the ground by quickly pressing up and back."

Continue on right and you'll come across a Toad. Talk to him with Z.

"...Did you know that you could also talk to Toads like me with the Z button?"

Right next to him is a cliff. Jump over it using the up button. If you're having trouble making it up there, then try double-jumping over it. After that, there is a broken bridge. Simply jump over it. If you fail to jump over, don't worry. You'll land in a pool of water, then swim your way back to the Toad and try again. After jumping yet another cliff, you'll see a sign talking about Goombas. Stomp them, and then move along.

 

If you get hit by one of the Goomba's, then simply pick up the Blue Coin ahead of you. It will heal two of your hit points. Also, if you're in need of any more health, then picking up five coins will gain you extra health. Continue right to the second section.

In the next section, you'll find a sign right away. It tells you about Bob-ombs. Use X to get rid of them. Watch out though, because doing this blows them up. Try to avoid blowing them up near walls and other Bob-ombs, the results are disastrous.

 

To the right is a cliff, too big to jump over. Next to it is a sign and some crates in the ground.

"You can Stomp by pressing Z in the air. Try it to break open the blocks over here."

Do as the sign suggests, and you'll end up in the pool of water below. While underwater, you use the up button to swim upwards. Swim to the bridge up ahead and jump onto it.

 

Soon after, you'll come to a big cliff that a sign nearby says you must triple jump over. Then head over to the next section.

The third section starts near a sign and the first Hover F.L.U.D.D Box in the game.

"Hover F.L.U.D.D: Jump on the box to reveal F.L.U.D.D. Press C to "Hover" upwards. But be careful not to run out of Water!"

F.L.U.D.D has a Water and Power meter. When water runs out, F.L.U.D.D will stop working. When power runs out, then it will short out until you land. F.L.U.D.D is very useful for precise platforming. It's also used to get up to higher places.

 

You'll come across a couple of mushroom platforms to test F.L.U.D.D on, and a Toad with some humor to share with you. Get onto the cliff above, and then you find another sign that tells you how to replenish water for F.L.U.D.D.

"If you run out of water; just jump into a lake or grab a water bottle!"

Next is a large lake, and then a cliff on the other end of it. Jump on top of the mushrooms and use Hover F.L.U.D.D to get onto the faraway cliff. Then move on to the last section of the tutorial.

The next section starts off with a sign explaining more about F.L.U.D.D. Jump atop the spinning platforms (remember, Hover if you think you'll fall off!) over to the little cloud. Next jump over the wobbly wooden platforms to the rotating rainbow cube. Jump over it, and hover to the cloud past the little white rotating cubes. On this cloud is a water bottle and a sign. The sign tells you how to zoom the camera in and out with the + and - keys, respectively.

 

Hover on the cloud above and talk to the Toad for some more humor. Jump and hover over these platforms over to a cloud with another sign explaining the pause menu.

"Oh! Mario! You can pause the game by pressing P. There, you can change settings, view the stuff you've collected, and switch F.L.U.D.D power-ups.

Lastly, hover over the four rotating platforms to the top of the mountain. You'll see the last sign of this level explaining you enter pipes by pressing down. Jump onto the nearest pipe to Peach's Castle and finish this tutorial!

You'll see another cinematic, where Bowser attacks the Castle and Mario gets knocked out by Kamek. Bowser destroys the Shine Sprite Orb, scattering the Shine Sprites. Mario wakes up, and finds the first Shine Sprite on the ground.


Shifting Sand Land

Shifting Sand Land is the first mini-course from Super Mario 63. It contains three Shine Sprites and Star Coins. To unlock the level, simply collect 2 Shine Sprites. When you have enough, unlock the door to the far right.

Inside the Pyramid

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"The Ancient Pyramid of Shifting Sand Land is the burial site of the Koopa Pharaoh, Yuuzgonadai."

Keep on heading right once you start, and jump over the pit. Then, jump on the rotating platforms and then onto the sand hill. Jump off at the right. Then you'll see a small pool of water (oasis?) with an Rocket F.L.U.D.D box. Continue right, then jump over Star Coin #3. Soon, you'll see the entrance to the pyramid. Press the Up arrow key to go in it, similarly to a door.

 

You should fall down a slide. Avoid the Goomba, and carefully hop across the moving platforms. If you touch the quicksand, you will lose a life, so be careful. The next part is to get across two rotating wooden platforms with platforms around them. Hop on the first wooden platform, and then hop on the other one, and then on the wobbly platform.

 

After all of that, jump to the right to safety. Hop on the elevator up and jump across these platforms. Then you'll see a bunch of bobbing platforms trying to crush you against a grate. With some tricky jumping you can get above the grate, but if you can't, just try to get across. Then, jump on the next platform lift to a new area starting with a Hover F.L.U.D.D.. Grab it. You then jump atop of another lift to some more moving cubes. If you fall off a cube, then hover back up. Travel up to the next lift. It'll take you to the last area. Collect the coins, and then break the crates blocking your way up. jump on the lift up to the block maze.

Star Coin #1

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Break the two crates in your way, then jump on the platform with the Rocket F.L.U.D.D. Spin jump on this platform, and you'll eventually break the crates above. Lastly, jump up to the first Star Coin.


Then, jump up to the Shine Sprite.

Trekking for 8 Red Coins

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"Some of the Red Coins are cursed, so that you'll need some Ancient Magic to reach some of them..."

...and that Ancient Magic is Invisibility - the first Star Power you encounter. Start off the level by breaking the first crate in the level, as it contains the first Red Coin, and to it's right is the second Red Coin. Next, use Hover F.L.U.D.D to get on top of the structure. There will be an Invisibility Star and a sign explaining it.

 

Grab it and head into the Sling Star. It should sling you into the clouds. Go right and grab the third Red Coin inside the cage. Then, hop on the platforms until you can grab the fourth Red Coin on top of the pillar. Then, jump down and head into the sand hill that has the fifth Red Coin, and then get on top of the hill for the sixth Red Coin.

 

Afterwards, go back up to the clouds and this time go left. Jump past the platform "snake" and grab the seventh Red Coin. Lastly, go right, past the cage the moving and the blue platforms, onto the lift, taking you to the last Red Coin on top of a pillar.

Star Coin #2

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For the second Star Coin, jump before the lift that takes you to the last Red Coin to get this one. If you mess up, try hovering back up.

Star Coin #3

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To get this Star Coin, go to the left of the pyramid's entrance (It's right below Star Coin #2). You'll find a pit, with the Star Coin hover over it. Jump down, and then hover back out and you should get it.


Once you get all eight Red Coins, go back to the starting area. Jump back onto the structure, where a Shine Sprite is awaiting.

Shining Atop the Ancient Pyramid

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"The Shine Sprite glows brightly from on top of the Pyramid, but how do you get there?"

By Slingstar of course! Go back to the area where eighth Red Coin was. Now take the Sling Star next to it. You'll be taken near the top of the pyramid.

 

There will be another Hover F.L.U.D.D up here, so take it if your water is low. Jump to the next platform, and you'll come across some Parakoopas. Bounce on their heads to the next platform. From this platform, jump on top of the next, oddly shaped platform. Jump across the next two over to the small, triangular platform. Jump on it to reach the last Shine Sprite of this course. For a way easier way, just hover to the top when you land on the platform after you took the slingstar!


Secret of the Mushroom

This level requires at least one Shine Sprite to unlock. To enter, jump onto the door that leads to the Upper Hallway in the Main Hall. Press the Up arrow key, and you'll be warped to the Secret of the Mushroom.

Secret of the Mushroom

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"Gotta catch 'em all! 1-Up Mushroom!"

This level is filled with Blue Coins, that are worth five Coins each, and 1-Up Mushrooms, so this guide will tell you how to get as many lives possible from this level. You'll enter by falling onto a Hover F.L.U.D.D. There's also a sign. Go left onto a wobbly platform for a couple of Blue Coins. Go right, but under the moving box, and you'll find a crate and a 1-Up Mushroom in a pit. Break open the crate for several Coins. Jump down to the 1-Up Mushroom, and then Hover back out to grab it. Keep on heading right on several wobbly platforms for a couple more Blue Coins.

After that, there should be a platform ferris wheel, and in the center is a Blue Coin. Hover out there, grab it, and Hover back to safety. Head right a little bit for another crate, a Blue Coin, and a 1-Up Mushroom. The 1-Up is over a pit, so jump on the small rainbow cube, and ride it to the Mushroom. Once you get it, Hover back onto another platform before you fall. Now, break the crate and grab as many coins as you can get! Travel back left to the Hover F.L.U.D.D at the beginning.

Hover up above the moving box, and then land on the rotating white boxes. Slip in between the boxes when they rotate to get two Blue Coins and a 1-Up Mushroom. Slip back out, and then Hover up to the next Blue Coin and two signs. The signs tell of which path is the easy or hard one. Choose either one.

Easy Path

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Go right, past the wobbly platform to the circling platforms. From these, jump to the platform with a Goomba and a Blue Coin. Jump onto the next set of circling platforms. To get the 1-Up Mushroom, wait on the platform until you get it, and then Hover off to the next platform. Jump up past each platform ahead, up a wobbly platform with a Blue Coin on it. Jump past the next set of wobbly platforms, dodging enemies and making sure not to fall off.

Hard Path

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Go left, onto a wobbly platform. Past it is a bunch of rotating wooden platforms. To get a 1-Up Mushroom, Drop down a side of a rotating platform, and then Hover back up onto another rotating platform. Go left a bit onto the platform with a Blue Coin on it.

Star Coin

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Past a gigantic rotating platform is the Star Coin of this level. Jump back there, and then be sure to Hover back to the safety of a platform to the right of this course.


Jump onto the slowly rotating white cube, and ride it up to the next platform. Then, jump on the lift, and ride it towards the end while dodging the rotating platforms. Jump over the wobbly platform and reach the end of this secret course.


Soon, you'll see the Shine Sprite and two 1-Up Mushrooms. Break the crate blocking both of the 1-Up Mushrooms and jump down to each, and Hover back out. Make sure not to fall, or you'll have to do the level again. Break the crates blocking the Shine Sprite with a Stomp, and grab it.


Jolly Roger Bay

To get to Jolly Roger Bay just go to the room above the entrance and go to the left.

Use the sling star to get up, then walk over to the left. You will be there, and then go collect the 8 red coins. Many of them will be underwater, and don't forget the one not in coins!


The Cave of Empuzzlement

This level requires the second bowser key from bowser's second trap. It is under a hidden breakable block under the painting to the right with clouds next to the Tall, Tall mountain painting. First, in the lobby, enter the top double doors. Then, head on to the right. Enter the doors with the keyhole. Climb the stairs to the right. Head under the cloud painting and ground-pound.

The Cave of Empuzzlement

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"Be careful, this labyrinth of Locked Cannons, Metal Blocks, Invisible Walls,Floating Platforms, Rocket Fludd, and Turbo Fludd will twist and mutilate your mind beyond sanity."-Pause Menu

This level is filled with switches that change the water level, along with the of the things said in the quote;Locked Cannons, Rocket Fludd, etc. It is a cave area, playing the Buoy Base Galaxy music. This guide will help you reach the shine sprite hidden in this level.


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