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Arcade › Super Plumber 64
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Z Washington built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Super Plumber 64 yet. Play it, then tell Z Washington what you would add next.
Super Plumber 64 was built by Z Washington with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Super Plumber 64 opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a browser-playable third-person 3D platform-collection game titled "Super Plumber 64". Use Three.js-style rendering with a bright, chunky low-poly 64-bit-inspired aesthetic. The camera is a perspective third-person camera following the player from behind and above, with soft shadows, a sky-blue background, atmospheric blue fog, bright hemisphere fill light, and a warm directional sun. Player: place the supplied Mario 64 character asset at the center-front of the starting area (initial position approximately x=0, y=2, z=6). Load "Mario (64)/Mario64.FBX" and scale it to roughly 0.035, rotate the visual around the Y axis by 180 degrees, and enable cast/receive shadows. If the asset cannot load, use a simple red plumber-like fallback consisting of a red capsule body and red spherical cap. The player is controlled in third person with WASD or arrow keys to move, Space to jump, and Shift to run. Use responsive platformer physics with gravity, jumping, slope handling, and collision against the chunky platforms; the reference controller uses move speed 7, jump speed 10, gravity -24, and a camera distance of about 9. Level layout: make one broad rectangular main island, centered around (0,0,0), about 34 wide by 28 deep, with a thick brown dirt underside and a thin green grass top. Add a stone bridge/platform extending from the west edge around x=-17.5, y=1.5, z=-1, size about 7 by 1 by 4. Add a raised grassy ledge around (-10,3.5,-7), size 6 by 1 by 5; a stone stepping stone around (-2,2,-7), size 4 by 1 by 4; a raised grassy stepping platform around (5,3,-4), size 4 by 1 by 4; and a final raised grassy goal island around (11,4.5,-8), size 8 by 1 by 7. These platforms should be traversable collision surfaces and support the jumping route. Place decorative chunky stone blocks along the far/south edge of the main island: repeated blocks from x=-14 through x=14 in steps of 4, around z=12, each approximately 2.2 wide, 1.2 high, and 1.3 deep. Add four simple stylized trees at (-13,5), (-6,7), (8,7), and (14,2): brown cylindrical trunks and green spherical crowns. Use saturated materials: green grass, brown dirt, blue-gray stone, green pipe, red flag, white pole, and luminous gold collectibles. Collectibles and goal: create exactly five rotating golden star collectibles, each visibly formed from a gold octahedron/diamond-like center with a gold torus ring around it. Place them at approximately (-13,2,-4), (-10,5,-7), (-2,3.5,-7), (5,4.6,-4), and (11,6.5,-8). Animate each star continuously, rotating around Y and gently bobbing/tilting. When the player comes within roughly 1.25 world units, collect it, hide it, and increment the score. On the final goal island, create a green cylindrical pipe centered near (11,5.6,-8), with radius 1.25 and height 2.2, plus a wider green rim/top around y=6.75. Add a thin white flagpole nearby at approximately (12.9,7.2,-8), height 4, with a red rectangular flag around (12.2,8.4,-8). The course is complete only after all five stars are collected and the player comes within about 3 units of the pipe/goal location; then show the completion message "Course clear! You found every star." Do not add enemies, hazards, lives, weapons, timers, or additional collectibles because they are not part of the reference mechanics. HUD: overlay a clean fixed interface above the game. In the upper-left show the large title "SUPER PLUMBER 64" with the subtitle "Collect the stars and reach the pipe". In the upper-right show a gold star icon and score formatted "0 / 5", updating as stars are collected. At the bottom center show a dark translucent rounded message panel initially reading "WASD / arrows to move · Space to jump · Shift to run" and replace it with the course-clear message when the goal is completed. Put a red rounded "RESTART" button in the lower-right. Restart must reset the score to zero, restore all five stars, clear the finished state, and return the player to (0,2,6). Render responsively to the full browser window with antialiasing and shadows.