Fantendo - Game Ideas & More
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Super Mario 63 Deluxe is an updated Solflare remaster of Runouw's Flash fangame, Super Mario 63. The remaster includes customizable control schemes, a new graphical engine, level design changes, and a reworked Level Designer.

Controls[]

Most of the controls are customizable, but these are the defaults. There are some modifications to the mappings from the original game.

Ext3 101 Move
Crouch
Ext3 0e1 Jump
Swim
Ext3 0e0 Spin
Glide
Ext3 0e3 Dash
Dive
Ext3 0e5 Use F.L.U.D.D.
Ext3 0e4 Change Nozzle
Ext3 0ef Pause
Ext3 102 Zoom

Mario can now slide down walls, and from there, use the Wall Jump.

The Ground Pound prevents Mario from bouncing off of most enemies, unlike in the original game.

Items[]

Item

Collectibles[]

Item
Star Bit Star Bits are a common currency exclusive to this remaster. They often replace groups of Coins. They can also be produced by Spinning to defeat enemies that would normally grant Coins when stomped on. Collecting a multiple of 100 gives Mario an extra life.

Entering a level resets Mario's Star Bit counter to 0, but Star Bits accumulate at Princess Peach's Castle between levels, including levels submitted to the Level Designer. When peace is restored to the Mushroom Kingdom, a Hungry Luma will appear at the castle. The Luma will give Mario a Power Moon in exchange for every 1,000 Star Bits he feeds it.

Coin Coins heal a portion of Mario's HP when he collects them. They remain quite common in this remaster, and raising the Coin counter to a multiple of 100 gives Mario an extra life.

Entering a level resets Mario's Coin counter to 0. Each Coin in a level can only be collected once, for as long as Mario is in said level. Upon exiting a level via Shine Sprite, Mario's highest Coin counter for that level is tracked as a Coin Score. Coin Scores can be uploaded to an online leaderboard system, letting players compare theirs with the world's and compete for the best.

Blue Coin Blue Coins are worth several standard Coins, and restore a considerable portion of HP. They are also dropped by powerful enemies. As for the others, it's wise to choose whether to collect one immediately, or wait until it is needed.
Red Coin Collecting 8 Red Coins in a level will create a Shine Sprite. Sometimes they can be found clustered within smaller areas; sometimes they're spread out across the level. Red Coins are also worth multiple standard Coins, and will restore more HP accordingly.

Once the corresponding Shine Sprite has been collected, its Red Coins will appear grayed out, but they will still provide the same Coin and HP bonus when collected. This is merely to show that the objective tied to the Red Coins has been completed.

Star Coin Star Coins unlock the Level Designer, and various rewards therein, at selected milestones. There are 64 in total. In this remaster, they have a distinctly more bronze color scheme, to differentiate them from other collectibles. Mario must now land on the ground after touching a Star Coin in order to collect it.

Star Coins do more than just unlock side content, however. There is a room in Princess Peach's Castle with doors that will only respond to Star Coins in bulk. Who knows what might lie behind them?

Silver Shine Collecting 5 Silver Shines in a level allows them to recombine into a Shine Sprite. All 5 are found around the same general area. These items replace Silver Stars from the original game.

Once the corresponding Shine Sprite has been collected, its Silver Shines will appear grayed out, but they can still be recollected at the player's leisure. This is merely to show that the objective tied to the Silver Shines has been completed.

Shine Sprite Shine Sprites are the main story collectible. There are 64 in total. Collecting them unlocks new rooms and levels within Princess Peach's Castle. A player can beat the game with only a portion of the 64 Shine Sprites, but collecting the remaining ones constitutes the first postgame objective.

When collected, each Shine Sprite will ask the player whether to save and/or quit, and then whether to stay in the level or exit to the castle. Subsequently, a grayed-out copy of the Shine Sprite will then appear in its place, with the same behavior apart from not adding onto Mario's Shine Sprite counter.

Power Moon Power Moons only appear upon any% completion of the story. They can be collected in infinite supply, and each user's Power Moon counter is placed next to their username online and stored in a leaderboard.

Power Moons can be expended by adding them to levels in the Level Designer. Here, each functions like a Shine Sprite, but adds onto the Power Moon counter of any other player who collects it.

Difficulty modes[]

To make the game more engaging for veteran players, files can be set to difficulty modes. Players can adjust Mario's maximum health to 6, 3, or 1 points; and F.L.U.D.D.'s maximum water storage to 100, 50, or 15 points. The Shine Sprites and Star Coins that a player has collected at each difficulty mode can be viewed online.

Courses[]

Level Designer[]

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