

In this custom stage, Mario has to find nine red coins in an underwater maze. The game uses a very space-efficient custom mark-up language for code. 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.

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.
