Tutorial 1

**Tutorial 1,** also known by the game as **Mushroom Kingdom** is the first level in Super Mario 63. During the level, you are introduced to the basic controls of the game, as well as the use of Hover FLUDD. Tutorial 1 is played identically in every major category, as well as most minor categories.

## Beginning a Run

Time begins when you click the "Start" button on the Title Screen. The easiest file to select optimally is File C, since you can just double click on the location of the "Story" button to open File Select and then immediately select File C.

An important thing to note is that you should close and reopen the Super Mario 63 program after any run which gets into a course (including Bowser 3 in Any%). Otherwise, you are likely to accidentally perform a Course Preserve. In Any%, this often results in runners finding themselves at the top of the Endless Stairs after talking to Eddie, and also with runners having illegally FLUDD preserved Hover into Bowser 3 accidentally.

When relaunching the game, you are allowed to use the "Play" Flash command under the "Control" drop-down in the menu bar at the top of the game window. This allows you to skip the loading screen and disclaimers, making resets faster. However, runners are **not** allowed to use this Flash command *during* runs, even if they have to restart the game (such as due to a crash or missing Bowser 2 cutscene skip.)

## Room 1

Begin by closing the first sign, and then walking over to the second sign and closing it to remove the invisible wall.

### Standard Strategy (Double Dive)

Several different strategies have been used for this room in the past, but there is currently one clearly best option. This strategy tends to be the most consistent due to relying less on goomba RNG than other options, though the inputs at the start may be a little intricate for beginners.

After closing the second sign, jump and then dive. Make sure to not press right until after you dive, as otherwise you will be too far to the right and run into a wall. Do a dive recover and then dive a second time, and then do a triple jump dive off the plateau.

Holding or tapping up can help the runner adjust the height of their jump so that their triple jump happens at the right point on the plateau: typically, just tapping will result in the runner being too far left and not diving all the way into the valley, while holding too much can put you too far right which can cause you to hit the mossy rock after bouncing on a goomba.

What happens after the triple jump dive depends on goomba RNG, which sometimes will unavoidably cause the player to lose a second or two. Sometimes the player lands in the grassy area and can dive recover bounce off of a goomba. Other times they will land on a goomba and can hopefully dive recover off of the mossy rock.

Advanced players can aim to land on the mossy rock, or dive recover off of the goomba.

On the 2009 version of the game, occasionally a bird will interfere with the cutscene where Mario walks up to the sign at the start of the room and reads it. This causes the affectionately-named "Bird Softlock" and forces a reset.

## Room 2

Room 2 has a lot of RNG. The first part, however, is consistent. Hold right and jump up shortly after entering the room. Press down to dive onto the rock and dive recover off of the ground. Jump upon landing and dive onto the ledge. Dive recover and press z to ground pound when above the boxes. Mario's position can be moved slightly during ground pounds so hold right or left to adjust. Note that occasionally, these boxes will not break. While in the water, hold semi-colon (semi-colon frame perfectly swims) and right. Once you reach the surface, release semi-colon and tap up, otherwise you may not get enough height. From here, jump your way to the right side. If you double jump and spin, you can make it over the right ledge. Or you can triple jump.

For a more advanced room 2, dive recover off the rock instead of the ground at the beginning and dive + dive recover after the water.

## Room 4

### Beginner

When performing the bird skip, it's important to remember that the momentum of the platform you are on impacts your jump height. The skip will be much easier if you jump off the green platform while it is still moving upwards; it will be much harder and often impossible if you jump off it while it is moving downward.

## FLUDD Preserve

In runs on later releases of the game, as well as in some rare alternative Any% routes, it's possible to play Tutorial 1 with access to Rocket and Turbo.

## Other Resources

* Sekanor's Advanced Tutorial 1 Guide (2018)