Mario
The playable character used to test and complete the 3D platforming stages created in the editor.
How it plays
The game uses a third-person 3D perspective modeled after Nintendo 64-era Mario platformers. Players construct stages by placing terrain, platforms, enemies, objects, hazards, and collectibles within an editor.
After editing, the level can be played immediately to check movement, collisions, routes, and difficulty. Progression is design-driven rather than campaign-driven: the creator decides the objectives, layout, and challenge structure. The main loop is placing content, testing the stage, revising it, and playing the finished result.
Plan your run
Start with a small, clearly traversable course before adding decorative objects or complex hazards. Test every route as Mario, especially jumps near edges and moving platforms.
Place checkpoints, collectibles, and enemies only after the basic collision layout works. Repeatedly play the stage from its intended starting point to check difficulty and confirm that objectives can be completed without accidental dead ends.
Meet the cast
The playable character used to test and complete the 3D platforming stages created in the editor.
Before you begin
Build and test in small sections so collision problems are easier to locate.
Use recognizable landmarks to make navigation through larger stages clearer.
Check difficult jumps from the player’s actual approach rather than only from the editor view.
Mario Builder 64 is a fan-made Nintendo 64 level editor and 3D platformer created by Arthurtilly. It lets players build playable stages in the style of Super Mario 64, then test those stages directly within the same software. The project combines object placement, terrain construction, collectible arrangement, and platforming challenges rather than presenting a fixed commercial campaign. Its play style therefore alternates between editing and exploration: users assemble a course, enter it as Mario, and refine the design through repeated testing. The game became notable in the retro and homebrew community for bringing a relatively accessible Mario-style creation workflow to original Nintendo 64 hardware. Reception has generally focused on its creative freedom and technical ambition, while recognizing that it is an unofficial project with a smaller scope and less polish than Nintendo’s releases.
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