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Phoenix Wright: Ace Attorney - Trials and Tribulations/Episode 5: Bridge to the Turnabout/Part 4-3: Trial

The Judge will announce the results for the test of the dagger. The blood on it was not Misty's, but they didn't have time to search whose blood. The Dagger will be updated.

Maya is called up, not looking happy with her bloodline, to say the least. Godot encourages her to testify what she saw.

For you, even though she's your best friend, you still need to get to the truth behind it by yourself as it's the only time you get to cross-examine Maya. Even by your reluctance, this is thankfully the last part of the trial and this game as a whole.

At the Inner Temple: Cross-Examination
Press on the 4th statement. Maya will say it was her last hope. When given the choice ask about "My last hope". Maya will inadvertently say that there was someone else behind her attacker. She then says she meant to keep that a secret. A new statement will be added anyways.

 * I could see a man behind my attacker by the light of the stone lantern.

Present the Stone Lantern in that statement. The lights were off, so there was no way she could see the person behind her attacker, let alone recognizing him as a man. Maya doesn't want you to go on, but you have to find the truth. When asked who this person was, Present Godot's Profile. You have the court turn off the lights in the courtroom. They do so and what do you know? Godot's recognizable visor is lit. It looks like Maya saw Godot.

Godot has The Judge ask Maya if she saw Godot's glowing visor. Maya denies it and says she could tell that he is a man for different reasons. Maya will testify again.

The Killer: Cross-Examination
First of all, Press on the 3rd statement. You will bring up a question. Why did the killer light up the torches? Why did he put so much effort to move the body?

Press on the 4th statement. The snow was removed in an unnatural rectangular shape. The killer probably tried to remove the snow to cover up the blood. But why so much?

Now, Press on the 2nd statement. You ask Maya why the killer would tamper with the scene (She won't answer until you press the above statements). Maya will guess that it was to protect her. If Bikini saw the blood, she would have thought that Maya did it since she was the only one there. A new statement is added.

 * I think it was for my sake that the killer cleaned up the evidence of what had happened.

Present the Stone Lantern on that statement. The killer removed the blood-splattered snow and removed the body, but he forgot to do one thing, wipe off the bloody writing that said "Maya" on it. How could he have done that mistake if he was protecting her? You are asked for an explanation, say that The killer didn't notice it. Anyone can have noticed the writing, except people with certain conditions. When asked who would miss it, Present Godot's Profile.

You remind the court about the events recently. Godot presented the stone lantern and didn't notice the red blood. You then recall the Trés Bien poisoning case when Godot presented the apron and didn't notice the ketchup. Godot will admit that he could not see red in his visor.

If that is true, then Godot has to be the killer. You will explain about the shoveled snow. If the killer wanted to remove the bloody snow, why didn't he just shovel the bloody area rather than the whole yard? The killer could not have seen the blood, not because the lanterns were not lit, as you have proven they were.

Just then, Maya interrupts. Just why is she defending Godot? She requests another testimony this time about Pearl.

After the Incident: Cross-Examination
Press on the 5th statement. You will hear from Godot that he was investigating. Ask about Godot's investigation. Just what did he find at the Inner Temple? Godot will say he found a poster with Misty Fey in it "clad in her stunning Japanese garb surrounded by the hue and aroma of Western tastes."

There it is, the weak spot! Present the Hanging Scroll on the 4th statement. If he had seen the scroll with Misty Fey on it, then the way he described it, he had seen it before the murder occurred, it was covered in gravy afterward. So Godot was there way before the murder happened.

So why was Godot at the Inner Temple? Could it be that he knew of the plan all along? If so, how? When given the chance, Present the Burnt Letter. Morgan planned the murder a year ago, but when Pearl already found it, the seal was broken, as if someone already opened it. How could Godot have seen it when the letter was hidden? Probably because of one of his visits to the Detention Center. At one point, Morgan told her about the letter. Godot had probably known about the letter because he was eavesdropping!

Godot will ask you one more question, why would he go through the trouble to read a letter after eavesdropping, go to the Inner Temple to wait for the crime to occur. And sacrifice someone just to protect someone he doesn't know. Godot has no reason to save Maya from danger if he doesn't know her. But, you should already know that he protected her for a different reason. When asked to present evidence for a reason, Present Mia Fey's Profile.

Godot had worked alongside Mia as a defense attorney. And his name, Diego Armando!

Godot's Tragedy
Godot will now tell you a story of his tragedy. It started after the case with Fawles. Six months after the case, in which Mia failed to unmask Dahlia, Dahlia wanted to talk with Diego. Diego went to the courthouse and was poisoned by her. He went into a coma for five years before finally waking up. By then, he had lost everything. Mia was dead and Dahlia was sentenced to death. Godot blamed you for not protecting her because you could have done so while he was away.

Diego, now Godot, was very distraught that he wasn't able to protect Mia, but that fateful day made him made up for it. He overheard Morgan's plan, giving hope to Godot. He could protect Mia's only sister to make up for things, but to do that, he needed help. He contacted Misty, who agreed to help as Maya's life was in danger. He also contacted Iris, who helped with the murder.

Elise (Misty) had Pearl read with her so she wouldn't go to the Inner Temple to channel Dahlia. However, Pearl went to the temple anyways due to her concern with Maya. This left Misty with no choice. She would channel Dahlia before Pearl and Godot would come out of hiding to save Maya, yet sacrificing her mother's life.

Godot (Diego) is done with his confession and asks you to do the rest. You have proven his motive, but now you have to prove to the court that Godot (Diego) killed Misty. You will now hear the last testimony of the game, much to Maya's reluctance.

The Time of the Murder: Cross-Examination
Press on the 5th statement. Maya says that she heard a scream as soon as the lights went out. She thinks Dahlia used the sword from Misty's staff and wounded the killer, who stole the sword back and delivered the final blow. When asked if you agree, say There is a contradiction. Maya just said in her testimony that blood was splattered all over her clothes before she heard the scream, probably because the sword was already inside Dahlia, so she could have used something else to wound the killer. When asked what, Present the Dagger.

When the killer was wounded, the dagger would have left a wound. After being talked back with your theories, you are given one chance, and one chance only to spot where the wound is. Present Godot's Profile. It is quite obvious now. The wound is hiding under Godot's mask!

Now watch the following scenes that reveal twists explained below. Until then...

Sister Iris is found...

What REALLY Happened
It all began with the rivalry between Morgan Fey and Misty Fey with the battle for the Master's position of the Kurain Channeling Technique. Morgan was married to a man who was a jeweler and had two twin daughters, Dahlia and Iris Hawthorne. The man married Morgan because he had wanted power: Morgan was sure to have the Master's position because she was older than Misty, and it was a tradition that the eldest sister was the most spiritually powerful of her siblings. Against all odds, however, Misty had more spiritual power and won the Master's position. This left Morgan part of the branch family, whose duty it was to serve the Master.

Eventually, Misty became involved in the DL-6 Incident, in which she was asked by the police to identify a murderer. However, it ended in disaster when the man she named was found innocent. Misty was humiliated and was labeled as a fraud. She left the village and her daughters in despair and took the Master's talisman with her. She began a new life as a children's illustrated book author under the name Elise Deauxnim.

As Morgan had lost her chance at the Master's seat, her husband left her, taking their two daughters with him. He later married another woman. Dahlia convinced him to throw out Iris because she knew he didn't like children, and his new wife already had one daughter, Valerie Hawthorne. Iris went to live in Hazakura Temple, where she was raised by Sister Bikini, the head nun of the temple.

Dahlia grew up hating her family. At the age of 14, she hatched a plan to take revenge against her father: she had her boyfriend Terry Fawles pretend to kidnap and hold her hostage on Dusky Bridge. In exchange for Dahlia, Terry was to demand a diamond worth $2,000,000 from her father. Her step-sister, Valerie Hawthorne, was in on the plan and provided the diamond as requested at the appointed location. Iris was in on this plan but backed out at the last second. On Dusky Bridge, Dahlia took the diamond and jumped into the river. She lost the diamond but was eventually saved by Iris, who nursed her back to health. Dahlia was livid at Iris for betraying her. Fawles was accused and convicted for the "murder" of Dahlia Hawthorne, in which the prime witness was Valerie Hawthorne, and was sent to prison with a death sentence. Dahlia changed her name to Melissa Foster and began a new life. Two years later, Morgan remarried and gave birth to Pearl Fey. Her second husband left the village and Morgan and Pearl behind shortly. Pearl was spiritually strong and Morgan began to dream of a day in which Pearl would get the Master's position. To achieve this dream, however, all of the main family members would have to die.

Years later, Mia Fey, one of Misty's daughters, left the village to get a job as a defense attorney. She wanted to know what had happened to her mother and avoid any family feuds that could have arisen between her and her sister Maya, over the Master's position. Mia began a relationship with Diego Armando, her mentor, and senior attorney. They grew to love each other and become a couple.

The lovebirds eventually became involved in a case, in which Terry Fawles was charged with escaping police custody and murdering the woman who had convicted him in the kidnapping case 5 years earlier: Valerie Hawthorne. The prime witness was a woman named Melissa Foster. However, Mia exposed her true identity as Dahlia Hawthorne and nearly won the case, but in the end, Terry committed suicide and Dahlia was set free. It left an emotional scar on Mia, Armando, and Edgeworth, the prosecutor for that case. Mia and Armando refused to get off Dahlia's back and started pursuing her.

Eventually, Armando and Dahlia had a talk in the courthouse. Dahlia slipped poison in Armando's coffee, who upon drinking it, collapsed and fell into a coma for 5 years. Dahlia then looked for someone to help her hide the poison. She found a college student named Phoenix Wright and gave the necklace containing the poison to Phoenix, who thought of it as a symbol of their love. Eventually, Dahlia wanted the necklace back, and Iris, suspecting that she would kill Wright any day to get it back, pretended to date Phoenix. She failed to get the necklace back as the relationship grew. During this time, Iris began to fall in love with Wright.

Six months later, Dahlia decided she'd waited enough and took matters into her own hands. She plotted to kill Phoenix but had to kill her former boyfriend, Doug Swallow, first. Swallow had known of Hawthorne's true nature. Phoenix was arrested for his murder with Dahlia as the witness. This created a new case, in which Mia returned to get revenge against Dahlia. This time, Dahlia was convicted for the murder of Armando and Swallow and the attempted murder of Wright and was sentenced to death. Phoenix was grateful to Mia and decided to become a defense attorney.

A few years later, Phoenix became a lawyer under Mia's law firm. Tragically, Mia was killed soon afterward by Redd White, a criminal she had been pursuing for years.

One year later, Morgan tried to get Maya convicted for the murder of Dr. Turner Grey, to secure the Master position for Pearl. The plan failed. Before she was sent to prison for being a co-conspirator to murder, however, Morgan left a message for Pearl in a secret location. Reunited with Dahlia in prison, Morgan plotted with her to kill Maya, in another attempt to secure Pearl's position. Dahlia agreed to help, but for her own personal reasons: to take revenge on Mia, who was already dead by then. Five years after the poisoning, Diego finally woke up from his coma. However, he was blind and his hair had turned white. He came to hear the tragic news that his lover, Mia Fey, was dead. He concluded that Phoenix could have saved her, and began to hate Phoenix for supposedly letting his loved one die. He quit becoming a lawyer and started becoming a prosecutor. His vision was mostly restored with a visor that allowed him to see nearly everything except the color red. He changed his name to Godot and battled Phoenix in the Mask☆DeMasque and Trés Bien cases, losing in each one.

One day, Morgan called Pearl to the Detention Center, now with more desire in her heart for the Master's position than ever. She told Pearl of the letter she had hidden for her, unaware that Godot had been spying on them, and overheard the conversation.

Godot made it to Kurain Village first and found the letter before Pearl. The contents told Pearl to channel Dahlia after 10:00 PM at Hazakura Temple so Dahlia could find and kill Maya Fey, Mia's sister, and Misty's daughter. Since Dahlia and Iris looked identical, Iris would be framed for the murder and would be sent to prison. Pearl was to burn the letter afterward. Godot took advantage of this opportunity for two reasons: to save Maya's life in repayment to Mia, and to have his revenge against Dahlia Hawthorne. Though Pearl didn't quite understand the letter when she read it herself, she decided to follow the instructions anyway, as it was her mother's "last wish".

Godot decided to contact two women, Iris and Misty. He managed to contact Misty using his job as a prosecutor. He told her about the plan Morgan had intended. This forced Misty to come out of hiding after 17 years and travel to Hazakura Temple as her alter ego, Elise Deauxnim.

When the day finally came, Misty arrived with a katana in her staff and Godot waited secretly in the Inner Temple, where Maya would be training, in case anything should happen to her.

Iris was going to participate, but stayed in her room that night, due to a letter threatening to reveal her "secret". Iris thought her secret of deceiving Phoenix would be revealed to Phoenix himself. The threat was a love letter sent by Laurice Deauxnim/Larry Butz.

After dinner, Maya went with Bikini to the Inner Temple to begin her training. Pearl followed behind with a pot of gravy to check on Maya, whom she was worried about. After 10:00 PM, Misty couldn't find Pearl and feared that the plan was about to come through. Seeing nothing else that could stop Pearl, she channeled Dahlia's spirit before Pearl could. Without realizing who summoned her, but presuming it was Pearl, Dahlia went to the storage room with her staff, picked up a knife, and wore a hood to protect her identity. She crossed the bridge and ran into Bikini, who mistook her for Iris and told her to look after Maya while she took a hot bath. Dahlia found Maya in front of the stone lantern in the Inner Garden and took action. She hit Maya in the head with the staff, tossed it aside, and pulled out the dagger to finish her off.

Then, Godot came in, and overcome with rage, pulled out the sword from Misty's staff and stabbed Dahlia in the back. Dahlia turned, knocked off Godot's mask, and wounded his face with the dagger. Dahlia wrote Maya's name on the stone lantern with Misty's blood before finally collapsing. The channeling was cut off and Misty died, with Maya recognizing Godot and the situation and collapsing.

Finally coming back to his senses, Godot realized what he had done. He put his visor back on and called Iris to meet him at the bridge. While it was still snowing, Iris took the snowmobile to Dusky Bridge. Godot took the unconscious Maya to the Training Hall and carried Misty's impaled body to the bridge. Unfortunately, lightning struck the bridge, setting it on fire.

Godot came up with a plan to take one of the bridge's severed cables and tie it around Misty's body. He then swung it over to the other side of the bank. The body dropped 10 feet to the ground, bruising it and knocking off the crystal on the staff. Iris took Misty's body to the Hazakura Temple courtyard with the snowmobile, removed the sword from the body, and cleaned the blood off. Bikini saw Iris removing the sword and fainted with a chilling scream. Iris then took the Shichishito from the Ami Fey statue and impaled the body with it. She went to her room, where she was arrested.

Meanwhile, Godot altered the crime scene. He lit up the lantern and shoveled all of the snow he could to get rid of the blood, as the visor didn't allow him to see exactly where Misty's blood had landed. He hid the dagger in the pine tree and waited at the Inner Temple for the police, all without noticing the bloody message of "Maya" on the lantern.

Stuck inside the Inner Temple, Maya wrote a letter asking Mia for help and summoned her. Mia told Maya to lock herself in the Training Hall's Sacred Cavern and summon Dahlia, to protect herself from Dahlia, and also in case Pearl tried to summon her again herself. Maya then locked herself with one of the trick locks and summoned Dahlia, trapping her inside the temple.

Dahlia again hadn't realized who had summoned her, assuming it was Pearl. Pearl, meanwhile, had splashed gravy on Misty Fey's hanging scroll, thanks to misunderstanding the letter that Morgan had given her. She waited for the police to arrive to arrest Iris. Dahlia thought she finally had revenge on everyone she hated, but she was wrong.

Later on, as the trial progressed, Edgeworth brought Iris to the Training Hall to try to open the lock on the Sacred Cavern. However, an earthquake hit the vicinity, and Edgeworth let his guard down for a while. During this time, Iris had broken the lock, and she took the chance to switch places with Dahlia, who locked Iris in with five trick locks.

Dahlia would then stand in court, impersonating Iris to try to implicate Maya for the murder.

Bridge to the Turnabout: Epilogue
As you watch the ending, present Pearl Fey's profile when asked. Phoenix will yell out "Objection!" at one point, and the credits will roll! Congratulations, you just finished Phoenix Wright: Ace Attorney - Trials and Tribulations!

Well, this is it, the end of the game, and sadly, the end of the original Phoenix Wright trilogy. However, it is not the end of the Ace Attorney series overall. In the next game of the series, a new hero will step up on the defense's chair, so if you want the next game for a new story and features to the DS exclusive sequel, go right ahead and buy it, however, if you are expecting to see all of the characters you know and love to return, (Edgeworth, Gumshoe, von Karma, the Feys, etc.) maybe you should pass for now. Trust us, you'll regret it if you don't. If you are ever in need of assistance, come to us and you'll finish it faster than you can say "Objection!"

Lastly, if you're watching the credits, if you miss Wendy Oldbag, she came back from vacation realizing Larry Butz isn't here anymore. She goes on about how she loves Miles Edgeworth, etc. If you want to see them again before the 3DS releases, play "Ace Attorney Apollo Justice" and to play Miles in his own game, play "Ace Attorney Investigation: Miles Edgeworth". If you want the next trilogy, "Professor Layton vs Phoenix Wright", "Dual Destinies" and "Spirit of Justice" for more new characters, new stories, and new gameplay features.


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Super Mario 63/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

 * 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

 * 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.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/

title: Super Mario 63/Gameplay


text: Super Mario 63/Controls

title: Super Mario 63/Controls


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Super Mario 63/Story

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

Introduction cinematic
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
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
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
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
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
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
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
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
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
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
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.

Removed introduction
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.

title: Super Mario 63/Story


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Super Mario 63/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
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
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
Goombas are normally brown, but there are blue variants found in certain areas.

Bob-omb
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
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
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
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
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
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
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
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.

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

Third variant of Cheep Cheep
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
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
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
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
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
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
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
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.

title: Super Mario 63/Enemies


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Super Mario 63/Bosses

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

King Bob-Omb
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
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)
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)
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
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
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)
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)
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)
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)
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
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)
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.

title: Super Mario 63/Bosses


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Super Mario 63/Items

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

Shine Sprites
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
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
F.L.U.D.D. ("Flash Liquidizer Ultra Dousing Device" ) 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.
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.
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.
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.

Invincibility Cap
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
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
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
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
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!

Yellow Coins
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
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
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
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.

title: Super Mario 63/Items


text:
Super Mario 63/Secrets

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

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

Cheat Menu

(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
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
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
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

title: Super Mario 63/Secrets


text:
Super Mario 63/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
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
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
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
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
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
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
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
 * Stuck in a launch star

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
 * Launching flipping platforms

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

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
 * Circle platform bug

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
 * Screen shake

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
 * Item upwarp

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

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.)
 * Odd pause glitch

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
 * Images and links in SM63

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

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
 * Invincible bullet bills

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.

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
 * Orange Block Switch

There are many more tricks, glitches, and curiosities.

title: Super Mario 63/Glitches