

They can also can be exported and imported through code. Courses can be saved into and loaded from the Flash player's local storage, for which three slots are available. There are "Save Course" and "Load Course" menus in the "File" menu. Vertical level transitions, as used in the main game, have not been implemented in the level designer.Īfter building a course, it can be tested using the "Test Course" option in the "File" menu, and exited using backspace. A level can have multiple transitions, though each transition has to have a minimum distance from each other and from the level edges. Only the active section rather than the entire stage is loaded. This can be prevented by dividing the stage using the "horizontal level transition" item. Many items and large stages can slow down the frame rate. The number does not have to be eight and five respectively, as it is in the game's main adventure. If red coins and silver stars are used, all of at least one type need to be collected for the shine sprite to appear. jet packs, and water bottles for them, can be placed anywhere within tiles. Items such as various types of coins, platforms, hazards, water with selectable length and depth, F.L.U.D.D. Each tile has a width and height of 30 units. 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. If you are having trouble with the Z key, try pressing ALT + SHIFT to switch to the American layout.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. I personally feel that the Level Designer is the best feature.Ĭontrols are explained in game, but we will summarize them here: If, while playing, you hear random static noise, we apologize it is a result of too many sounds being overlapped in flash player therefore overloading some of the less-than-perfect sound cards.Īnd also, please use the Level Designer. I kind of went a little overboard, but whatever.

After we released the game and came back a few years later, we decided to redo the game with a better engine, more objectives, ect. Only 2 websites have this version of the game.Īlso, this game is, for the most part, a remake of the Super Mario Sunshine 64 I made in 2006. If you have seen this game anywhere else (except on SheezyArt) it probably was taken without permission AND it was the demo version. This is the final, complete version of this game. Among them include a detailed storyline, ability to play as Luigi, a highly customizable Level Designer with sharable codes, three different FLUDD Power-ups, four different power-caps, and 64 Shine Sprites & 64 Star Coins to collect. Many levels and features are based upon it and other of Nintendo's games, but a variety of them are completely original. Super Mario 63 is a fan-game inspired by Nintendo's Super Mario 64. Updated June 27th 2009: Fixed a few glitches (such as the slide in the basement, etc.) and added in a few more Level Designer Items, such as Level Transitions, Orange Block Switches, etc.

Updated July 23th 2009: Added a mode in the level designer that lets you play other people's levels and vote on them. The level designer has a few new additions, and is using the new portal.
