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Super Smash Bros./Stages

The stages that are described below are your fields of combat. Some stages have more of an advantage for certain characters than for others, and some have advantages that can be exploited by a clever fighter. Get to know these levels, as they will be the only places that your Nintendo characters will be doing battle. A Smash Master knows these levels like a spider knows its web - which parts are deadly and which are not, where to step without getting stuck, how to entangle your opponent. Needless to say, to compete, you will need to know them as well.

Dream Land
This is one of the most balanced levels in the game. A small level with three platforms above an ice-cream cone-like base, it is not well suited to larger than two person matches. However, its symmetry and flatness make it a very good level for 1v1 duels. Watch out for the tree, though, as it will periodically blow a wind in either direction, slowly moving your character in the direction of the wind. Also, make sure that your B-up recovery is executed at the right place in space near the level, or you will hit your head on the bottom of the stage and plunge into the abyss.

Yoshi's Island
This fanciful level necessitates agility and power in the air. With angled platforms and main stage, a large opponent will sometimes miss a small one, or normal-sized one in a crouch, as the attack will pass right over their head. The angled platforms also provide a unique challenge to a projectile user, as the top of the platform will deflect your projectile while the bottom and sides will let it through. The things to watch out for in this level, though, are the cloud platforms. One to the left of the stage and two to the right, they are a mixed blessing. They allow characters (especially ones with a bad recovery) another chance at life, but if stood on too long, they disappear underneath you, dropping everything that was resting atop them into the depths. Be wary of this, because other players will try to lure you into attacking them as they stand on the cloud, and then jump away as it disappears. Also, watch out, as you can hit your head on the bottom of the level if your B-up recovery goes wrong.

Planet Zebes
This level is almost universally disliked. Some smashers won't even play it anymore, as it is just annoying. It consists of a bottom stage that has two low points and is very bumpy, making attacks done at the wrong time prone to missing. Above this is one long, flat platform on the left, one short angled platform on the right, with a short, flat platform above them both in the middle. Just off of the right side of the stage is a platform that moves up and down. And underneath it all is a layer of acid lava. This yellow lava, if touched, bounces your character back up (and damages him/her, of course) at a slight angle away from the stage, giving you another chance to B-up recover. This lava will come up and engulf portions of the stage from time to time, making the highest platform the only safe place to sit for 100% of the time (but no one is going to let you do that, now). This acid lava, though it prevents spikes from killing instantly, has been sworn at many a time by smashers everywhere, as its coming-up will obscure the edge that is so vitally needed for a recovery. For this reason, it is usually banned from tournaments.

Sector Z
Ah, the uplifting strains of the Star Fox theme. On this stage, you and your opponent(s) will duke it out on the back of the Great Fox, which, as the name implies, is very large. The largest level in the game, the stage starts at the nose of the ship, gently slopes up and then down into a small valley, and then slopes back up a bit more steeply to the tail fin of the Great Fox. Here, it drops down onto the fighter launch surface and the big engine. Because the nose and engine of the Great Fox are only so big, it is possible to accidentally go under them and then, unless you are Pikachu, you are done (no, you can't land on the Great Fox's main guns). You can also grab onto the top of the tail fin, allowing characters with a weaker B-up to return to the main part of the Fox. However, most of the fighting usually takes place in the area behind the tail fin, because of the ability to bounce your opponent off of said tail fin for longer, more damaging combos. Beware the Arwings, though, who will come by every now and then to try and destroy the pesky creatures running about on the hull, beating each other up and generally making a ruckus. You can stand on top of the horizontally-moving ones when they are right-side up, but just don't get caught on top of one when it moves away from the ship, because it will take you with it, and to your doom.

Hyrule Castle
Personally, the Legend of Zelda theme from this level gets stuck in my head the worst out of all of these levels. This is another large stage, as you and your opponent are fighting on top of a castle, but can be conceptually split into three different parts. On the far left, there is a roof that gently slants down towards the edge, allowing for brutal edgeguards. It connects with the stone floor of the main portion of the level at about a Mario-height below the surface, essentially separating it from the main. The middle of the level is a flat, stone floor that comprises 2/3 of the total level. Towards the right of the middle of the level float three platforms, staggered so that one would have to jump back and forth (as well as up) to get to all of them in sequence. Then there is a drop-off, just above the height of a single jump from most characters that leads down to the third area. This part, dubbed "The Hall of Pain" by my particular smash crew, is combo city. A short portion of flat stone floor with a green tower near the edge allows for one to bounce their opponent back and forth between wall and tower until they are at high enough damage to kill them with a smash. The thing to look out for here are those pesky blue tornadoes. If you get caught in them, they will spin you around and then shoot you straight up, damaging you and possibly killing you as well. They appear in 4 places, the roof on the left, the main stone floor, the rightmost platform about the main floor, and the Hall of Pain. All of these whirlwinds usually move back and forth rather slowly, but the tornado on the main level has a mean streak, so watch out. It will rush towards you every now and then very quickly, so always be alert. In the Hall of Pain, you can't be killed if the tornado catches you under the tower, as it will just slam you into the top and drop you, so if you MUST be caught by it, do it there.

Peach's Castle
This level is simply weird. Most definitely one of the strangest of all of the stages, the main portion of this level is a stone block about a Donkey Punch and a half wide. This stone block, like all other portions of the level, has no grabbable edge! Above this is a wooden, railroad-looking thing that slopes up on the left and down on the right, with a flat part in the middle. Out to either side of the level are right-triangular gravity-defying blocks that have their short side parallel to the ground and their pointed end up (hypotenuse on the stage side). And that is the end of the immobile parts of the level. The annoying parts are as follows:

 * 1) There is a bumper that floats back and forth over the top of the stage, bouncing people off of it and inflicting one damage whenever it is touched.  This can severely hamper kills, as no matter the strength of the attack hitting the character into the bumper, the character just bounces off gently and floats down. However, this is not even the worst part of the movable stage.
 * 2) Through the base of the stone block that makes up the foundation for the stage is a long, stone block.  This stone block moves back and forth to either side, slowly but inexorably.  Throwing characters like Link or Captain Falcon off of the side where the block is not causes instant death, as they have nothing to grab onto, and this is compounded when the block is moving away from them.

Strategies for this level heavily involve spiking and throwing off of the un-recoverable side. A good move is to hit your opponent upwards with a smash so that they hit the bottom of one of the triangle blocks, bouncing them off and down in an improvised spike, for those characters lacking one.

Saffron City
Pikachu's home stage, Saffron City is also reviled by many Smashers because it gives unfair advantages to a few characters (though not abhorred quite as much as Planet Zebes). It consists of three separate buildings and a few floating platforms. The leftmost building (much lower than the others), is separated from the main building by a gap that is covered above by a floating platform that changes height (from high to low and back) periodically. Down to the left of the leftmost building, there is another floating platform of the same type, except angled slightly down towards the left KO wall. At its low point, this platform is flush with the building, but it is not at its higher level.

The main building is substantially wide, with a floor that is flat on the left and slopes up slightly on the right. Then, there is a box that sits on the right of the building, with a door in it. Pokémon of different types come out of this door, if someone gets too close while it is open.

 * Porygon: This crystalline little guy pops out of the door, sending anyone who touches him flying.
 * Charmander: The little orange and yellow fire Pokémon sounds off his name to anyone who wishes to hear. Hitting him will cause damage.  If he feels like it, he will spew fire from his mouth for a few seconds, immobilizing and damaging anyone caught in the blast.
 * Venusaur: This is a big blue Pokémon with a plant on his back who will shoot his Leaf Cutter at you, a stream of green projectiles that will juggle you in midair.
 * Chansey: Just like her Pokéball cousin, Chansey pops out of the door and tosses an egg. However, she only gives you one, and if you touch her while she's out of the door, she will heal you for a small amount of damage.
 * Electrode: Ever the angry Pokémon, Electrode will pop out of the door, charge up, and explode, sending anyone inside the blast radius flying.

Then there is the final building, small, flat, and separated from the middle building by a gap. A little bit lower than the top of the Pokémon garage, this building is used by certain players as a fortress from which to spike and edgeguard their way to victory.

Kongo Jungle
Welcome to Donkey Kong Country. The main wooden platform is flat on either end, but slopes down on either side to a flat spot in the middle, so that a barrel thrown at normal speed will roll gently back and forth on the leve, ad infinitum, until someone runs into it, attacks it, or otherwise destroys it. There are two slightly outward angled platforms above the edges of the level, and two small, flat platforms that rotate around one another in a circle. Below the level is a barrel, like the ones in Donkey Kong Country, that, if you jump into it, will carry you around until you hit a button for it to shoot you out, or the barrel time runs out. Watch out, because this barrel will turn upside down periodically, shooting you out at odd angles. Also, the base of the main stage is permeable, meaning you can jump and recover up through the bottom of it. This makes this level great against an unsuspecting opponent, because as they come over to edgeguard, you can B-up right into them, through the level, or simply move past them.

Mushroom Kingdom
The one and only unlockable stage in the game. To unlock this hidden level, you have to beat the single-player game with all eight original characters (no time, stock, difficulty, or continue limits). This is the strangest level in the game, in my opinion, and I'll tell you why.

There are two main parts to this level, separated by a gap in the middle, the only place on the level where you can fall to your death. To the left and right of this gap are flat brick floors, stretching off into infinity. This is the only level on which you can literally walk into the KO wall, which is embarrassing. On the left side there is a platform above the edge of the gap, and then a higher platform that goes all the way into the KO wall on the left. You cannot jump or drop through this upper platform, as it is really thick. However, if you have a long-range uair (Captain Falcon, Link, DK), you can smack your opponent through the platform when they're not expecting it, as your attack will reach through. There is a green pipe, like the ones in Super Mario, on the very right edge of that top platform, making it a nice little wall to bounce opponents off of.

To the right of the gap, above the floor float two platforms, the lower one slightly to the right of the upper one. Just to the right of the lower one, there is another, lower, green Mario pipe, and then nothing else until you reach the KO wall. There is also a pipe on the surface of the left wall of the gap itself.

Covering the middle gap are two platforms, connected by a rope and pulley. If a character stands on either one of the platforms, the platform that he/she is standing on will start moving down, and the other will start moving up. If he/she stays on the platform, eventually both platforms will plummet into the depths. However, if another fighter stands on the OTHER platform at the same time, then the two platforms will stay where they are, as they have been balanced (this works even if it's Donkey Kong on one and Jigglypuff on the other). After they fall, they will reset after about 5 seconds.

Another phenomenon on this level is the POW block, straight out of Super Mario. They will appear periodically floating in the air, and if you hit one, anybody touching the ground at that time (except for yourself) will be rocketed into the air. This can kill, at around 80% on average, so if you see someone going for a POW, jump.

One more thing about this level that is critical for good performance is knowledge of the pipes. If necessary, you can get atop one of the green pipes and tap your control stick down to pull a Mario and go from one pipe to the other. Remember, though, that there are 3 pipes, and you can end up at any of the other two. However, you know that Nintendo never makes it that easy, so watch out for the carnivorous piranha plants that come out of the pipes whenever someone gets near (they don't come out of the gap-pipe, though; I guess it's below them). They will send you flying in an upward direction if you run into them, but I've never seen one kill someone directly.

This level is a throwing character's level. Getting your opponent over on the far side of either of the vertical pipes means that you can likely throw them to death at low, maybe even 0% damage. That means Ness, Donkey Kong, Pikachu, Captain Falcon, etc. do very well on this level.

title: Super Smash Bros./Stages


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Super Smash Bros./Characters/Pikachu

Pikachu:

This is Pikachu. He's a cute little bugger, isn't he? Well, that pudgy yellow body and adorable blue hat hide a dark, deadly murder machine powered by painful electric death.

Don't believe me? Read the rest of this guide to find out how exquisitely destructive this little guy is. You'll see. They'll ALL see...

Overview
Pikachu is a Pokemon, from the game and series of the same name. Arguably the most popular of Pokemon, at least among 13 year old girls, Pikachu is the newest (in terms of time since conception) character in Super Smash Brothers 64. Although he has relatively short-range throws and tilts, and a very slow/weak dash attack, Pikachu is arguably one of the best characters in the game. He has high attack priority and range in the air, insanely fast recovery times (whether from being attacked or attacking), he has the best back-to-stage recovery in the game (if done right), and can combo like mad. He enjoys long, moonlit walks on the beach, pokemon food, and is also known as "Pika", "The Yellow Death", "Thunderstruck", and simply, "that crazy rat".

Pros vs Cons
I realize I discussed these above, but here's the breakdown.

Pros
+ Short start-up and cool-down times

+ Disjointed hitbox on fsmash

+ High aerial priority and range

+ Thunder (B-down) makes killing off the top easier

+ Best mobile edgeguarder in the game

+ Best overall recovery in the game

+ Has R-cancel opportunities

+ Multiple brutal edgeguards

+ Hardest character to edgeguard

+ Has a projectile (two different trajectories, and it goes around corners)

Cons
- Light

- Short ground tilt range

- Relatively short grab range

- Slow acceleration into run (slower dash-dance)

- Short-range, relatively low priority nair

- Long cool-down on neutral A

- Pointless dash attack

A-attacks
These are Pikachu's physical attacks, done with the A-button and modified with the control stick. Nintendo's official website for SSB64 and its official names for moves are long gone, so I'll substitute my own. Names, that is. I have better things to do than build Nintendo's website.

Ground
The moves that Pikachu can do while standing on the ground are:

Neutral A
Name: Party Hat of Doom

Tap A while motionless on the ground to do this move. Pikachu headbutts the air (or the opponent if you're close enough). If you continue to hit A, Pika will continue to do so until you stop. This move is one that I personally almost never use. Though it is possible to back your opponent up against the wall with this, its cool-down time is too slow for the normal use of a jab (see the SSB64 Guide for this).

NOTE: It is possible to shield grab your opponent if you have backed them up against the wall with this move. Simply hold Z while continuing to pound that A-button, and then throw them when you grab them.

Dash-A
Name: Tripping Headbutt

Tap A while dashing or running and Pikachu will do this move. He's a bit chubby, so he just throws himself onto the ground headfirst in hopes of sliding into the opponent and stabbing them with his party hat. Because he throws himself on the ground and has to get up again, the cool-down time is rediculous, and the knockback is not worth the vulnerability. If it's possible, I use this move less than I use the neutral A, because I have never found a real use for it.

Ftilt
Name: Mouse Kick

If you tilt the stick to the right or left and press A, Pikachu will put all of his weight on his front two paws and kick out in the direction that you pressed with both of his rear paws. This attack has relatively short range, but it is fast and has acceptable knockback for a tilt. I'll use it to interrupt an incoming throw like I would with a jab if I were any other character, or to move my opponent a little bit to the side as a set-up for a combo.

Dtilt
Name: Tail Slap

Tilting the stick down and pressing A makes Pikachu drop into a crouch and turn around to put his tail out in front of him at ground level. The warm-up time is just a hair longer than one would expect, but the rest of the move is pretty quick. I find the most use for it in edgeguarding, as it sends the opponent down and away at a slight downward angle, and has decent knockback. It can also be used as the Mouse Kick is above, as an interrupter against combo-starters, and it actually has a bit more range. However, I don't use it much overall.

Utilt
Name: Steel Rainbow

Tilting the stick gently upwards and pressing A makes Pikachu drop to all fours and swing his tail in a nearly 90 degree arc over his head (an angle of pi/2 for you math geeks). This is a great combo starter, as it bounces your opponent nearly straight up, with a small angle to whatever side of you the opponent is on. It has awesome priority and just enough knockback to stun the opponent and bounce them without letting them escape. This is a juggle move, if you really want to stand in place and utilt about 5 times. I personally use it to get my opponent up in the air so that I can combo them. It's also good to bounce them up as a set-up for a usmash, if you're going for a kill. It's also good because its high priority allows you to stop attacks coming from above (not all, mind you - Link's dair will still pwn you if you try this) and turn them into a combo of your own. You can also hit people in front and behind you with it because of its arc. I like this move a lot, but it's really not one of my bread-and-butter.

Fsmash
Name: Electric Buzz-saw

Tapping the stick to the left or the right and hitting the A-button will make Pikachu do this move. You'll notice, if you look closely enough, that Pikachu's cheekspots turn blue when doing this move (maybe he's holding his breath). Pika charges up his energy for a moment, and then spits out a solid bar of energy out in front of him. This chunk of electricity stays there for about a half-second, so anybody running into its hitbox (which is quite a bit larger than one would think) will be hit by it as long as its still out there. This is one of Pikachu's edgeguards, as it has fantastic knockback and stays out in front of you for long enough that its harder for your enemy to throw off your timing and avoid it. I very rarely use it when in combat on the stage, unless its in a special situation (i.e., to throw off my opponent or as an unexpected combo finisher). Use it as you will, but I recommend it purely as an edgeguard at first.

Dsmash
Name: Double Ground Kick

Usmash
Name: Rising Tail

Tapping the stick up and hitting the A-button makes Pikachu do this powerful move. He does a backflip, swinging his tail in a powerful vertical arc through the area (and hopefully the enemy) in front of him. This is one of Pikachu's killing moves. It can be used to juggle at low damage on heavy characters when a utilt isn't powerful enough, but you're going to want to try to use it for the kill. It kills on normal-sized characters at around 80%-100% (usually), and has pretty good range in front of Pikachu. Once you work up the damage, a utilt is the perfect setup for the usmash, or a forward throw into a wall, or simply a dash-dance to a usmash.

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

title: Super Smash Bros./Characters/Pikachu


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Super Smash Bros./Characters/Mario

 * A-attacks:
 * Neutral A: Tapped once, Mario just weakly punches the opponent. Hit 3 times, he will punch high, then low, then kick.
 * DA: Mario slides, baseball-style, into the other opponent. This is one of the better running attacks in the game, as it is quick, provides good power, and sets up for a throw.
 * Utilt: Mario performs an uppercut, knocking the opponent a little ways into the air. Great for starting combos, but long cool-down time, so be careful.
 * Dtilt: Mario crouches and kicks one leg out. Short range, low damage, and long cool-down time make this attack practically useless in high-level combat.
 * Ftilt: This move is Mario's roundhouse kick. This is useful for getting some breathing room, as it sends your opponent a fair distance (for a tilt), and the cooldown time is lower than any of Mario's other tilts.
 * Usmash: This one is Mario's killing move, especially against lighter characters like Kirby and Pikachu. He head butts the space above him, and with a head that can break bricks, you know that's going to hurt.  Sends the opponent straight up, and hopefully out.
 * Dsmash: Who knew Mario could breakdance? Mario gets on his hands and spins his legs around his body at floor level, first to the front, then to the back.  A very powerful edgeguard, and great for clearing out a rolling opponent.
 * Fsmash: Mario unleashes a massive punch, his fist getting rather large as he does so. This attack can be tilted up or down by pointing the control stick after starting the smash.  Also a good edge-guarding move, though generally too slow to use in even combat.
 * Uair:

 * B-attacks:
 * Neutral B: Mario throws one of his famous fireballs. No one can say exactly where they come from, but he seems to have an infinite supply.  These are Mario’s crutch when up against a faster opponent.  By slowing your opponent down, you have time for Mario to get close and  do some heavy damage.  Because these fireballs drop and bounce, they are also great for edgeguarding and preventing edgeguards.

 * Up-B: Another famous Mario move, he jumps into the air, knocking coins out of anyone he hits. If he catches someone with the beginning or middle of this attack, he can carry them with him, knocking out one coin and 1% dmg for every hit.  This attack takes Mario up at a slight angle, so make sure that you aim yourself properly so that you don't bounce off of the bottom of the level.

 * Down-B: Not sure exactly which Mario game this was from, but this is the Mario Tornado. Our Italian protagonist spins around in place, hitting anybody nearby while pulling them into him, and then he stops and throws his fists out to either side, sending opponents flying.

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Super Smash Bros./Characters/Link

Link is a very powerful character who's melee attacks are definitely the highlight of his arsenal. Using his "A" button attacks are a very wise idea as he can do tremendous amounts of damage with them. His problem as a character lies mainly in the fact that although is B + UP move is very powerful, it lacks distance to help him jump back onto maps thus he is a better character on levels where there is a great amount of ground i.e. hyrule castle, sector z, and saffron city.

Moves
B+UP does a very power circular spin attack that wipes out pretty much anything with range of the spin. It's a great move when your in the middle of a few people and just want to clear everything out. It's also one of the best ways to knock someone off of the map with him.

B+DOWN this move pulls out a bomb that link can throw wherever he pleases. The bomb usually only does between 5-10% damage but it leave the opponet temporarily stunned.

B Throws his boomerang. This move really isn't that great however it can be used in some nice combo attacks and more or less just annoys people.

A+UP Link does a 3 move combo hit that if your opponet is on you or right next to you will hit them 3 times with the last hit sending them to the air.

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Super Smash Bros./Characters/Fox

General
Fox is fast, strong and good at avoiding damage.

Jumping
Fox jumps high and when you use Up B, he flys up and hits his enemy.

Throw
Fox can throw far left and right.

B Attacks
Fox has a gun, but shooting it doesn't give much damage.

Down B: This attack with shoot some items or attacks the oppisite way it was going. However, it runs out. You can restore it again by not using it.

title: Super Smash Bros./Characters/Fox


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User:Nieuwsgierige Gebruiker

 * Me at Phabricator.

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Super Smash Bros./Characters/Kirby

Viewed as cheap by most of the people that play this game, he actually isn't.

Jumping
He jumps slowly and low, but can jump 7 times. Some regard this as cheap but fox jumps almost as much.

Flying
When hit he is the second to fly the furthest, only beaten by Jigglypuff.

Throw
It's mediocre. It takes your enemy around 170 damage to die from the forward throw. And it's hard to combo with them. There's a trick you can pull off with it. If you stand next to an edge and you roll towards it, when you forward A someone, you will send him to the KO floor and kill yourself, but it won't count as a kill.

title: Super Smash Bros./Characters/Kirby


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Super Mario Sunshine/Gameplay

Super Mario Sunshine takes on a feel very similar to that of Super Mario 64. This time around, however, Mario has a little help that makes this game more interesting. This is the first game where Mario extensively uses an accessory (FLUDD) to complete his mission. The pair work together as team, not unlike the teamwork in the Nintendo 64 title Banjo-Kazooie, which featured a partnership between the characters Banjo and Kazooie. When Mario first acquires FLUDD, he can spray and hover in the air using its nozzles. Two other nozzles can be unlocked later in the game to extend FLUDD's functionality - the Rocket Nozzle which propels Mario high into the air, and the Turbo Nozzle which lets Mario sprint super-fast on land and water, as well as break down wooden doors.

The game contains a number of independent levels, which can be reached from Delfino Plaza (the hub or overworld). Gameplay is based around collecting Shine Sprites (or Shines for short) by completing various tasks in the levels and overworld.

At first, each level features one task (called an "episode") which may be completed to acquire a Shine Sprite. The player is then returned to Delfino Plaza and a new task is unlocked on the level they just played. There are 8 episodes per level and you may play them again at will once they are completed. In addition to these Shines, there are others hidden in Delfino Plaza and in the levels, others you can get by completing mini-levels, and still others by collecting Blue coins which are hidden all over. Ten of these coins may be traded for one Shine.

Once the player has collected enough Shines in total, a new level is available at Delfino Plaza, either by the acquisition of a new ability or some plot-related event. Each level has a Shadow Mario–related episode and when these are completed the level containing the final boss is unlocked. The player may choose any available level to complete a new episode, or look for hidden Shines or Blue coins in previous episode, so the game is very open as far as choices for what to do next. In this way it's similar to the earlier Mario 64.

Health and Gold coins
Mario's health is shown by the sunshine symbol in the corner of the screen. You have a maximum of 8 health points. When you get hit by an enemy, fall, or are exposed to various other hazards, you start to lose health. You can get health back by collecting Gold coins which are scattered all over; one Gold coin restores one health point. You can also get a hidden Shine by collecting 100 Gold coins in a level.

When Mario is underwater a similar meter appears showing Mario's breath. This decreases steadily until Mario comes up for air, but it is restored by collecting coins like the health meter.

Red coins
Within some episodes are eight Red coins. After collecting all eight, a Shine will appear somewhere within the level, which you can then collect to complete the episode. Red coins restore two health points apiece.

Blue coins
Blue coins are hidden all over, sometimes they're just lying there, sometimes they appear as a reward for washing off graffiti, and sometimes you get them be defeating certain enemies. In many cases, the graffiti appears in a pair of identical shapes and if you wash off one a coin appears at the other location, you then have a small amount of time to reach it before it disappears. Blue coins will bring back two health points apiece. Unlike other coins, Blue coins disappear from the game once you've collected them. As mentioned above, you can trade Blue coins for Shines.

Lives and 1-Ups
Mario starts the game with four lives. Every time your health reaches zero, you fall into an abyss, or suffer some other serious mishap, you lose a life and start the level from the beginning. If you run out of lives the game ends and you have to reload start from you last save. You can gain a life by collecting 1-Ups, green mushrooms hidden throughout the game. You also gain a life by collecting 50 Gold coins in a level.

Graffiti and pollution
In addition to restoring the Shine Sprites, Mario must wash away the graffiti and pollution that someone has spread around the island. The graffiti is usually in the form of a capital M, but other symbols appear which, coincidentally, are the same symbols that are found on a PlayStation controller.

The pollution is in the form of toxic goop. It's thick and paint-like, but slightly sweet tasting. Different types of goop are found in different levels.

Yoshi
In homage to Super Mario World, Mario can also ride Yoshi in this game. Yoshi can be used to eat certain insects and birds to produce yellow or Blue coins or Shine Sprites. Yoshi can also eat fruit and squirt the juice of that fruit. This juice can be used to dissolve orange Generators acting as obstacles as well as to briefly transform enemies into platforms for Mario to step on. The color of the Yoshi and the effect of its juice depend on the type of fruit last eaten. Yoshi will disappear if he touches a deep body of water. While Mario is riding Yoshi, a woodblock will accompany the background music as in Super Mario World.

Once Yoshi appears he can be acquired at any time, however he'll be stuck inside of his egg and won't want to come out unless you have something to coax him with. If you go up to a Yoshi Egg you'll see a thought bubble with the food he desires. Go ahead and grab one from somewhere in the area and bring it to him. He'll pop out and you'll be able to mount him for some extra firepower. A Yoshi egg can be found in Delfino Plaza after a certain event that occurs about mid-way through the game. Yoshi eggs are also in most levels but only during certain episodes.

title: Super Mario Sunshine/Gameplay


text: Super Mario Sunshine/Controls

title: Super Mario Sunshine/Controls


text:
Super Mario Sunshine/Characters

Mario
Everyone's favourite moustachioed Italian plumber is in a new crazy adventure that he never intended to be a part of. At first, Mario has planned to spend time with his loved one and friends. But next thing he knows, he has to clean up a mess that he was never part of in the first place. Mario befriends a new gadget made by the crazy E. Gadd to help him save the island of Delfino.

FLUDD
FLUDD could be described as an item rather than a character, but as it/he/she can talk, that surely promotes it to character status. FLUDD is probably the most important character in the game as it cleans up graffiti, reveals coins and Shines, defeats enemies and gets Mario to places that he just wouldn't be able to reach otherwise. It was invented by Professor E. Gadd (of Luigi's Mansion fame), and comes with two nozzles attached - the spray nozzle and the hover nozzle - but there are also two other nozzle attachments that can be found as you progress through the game, the rocket nozzle and the turbo nozzle. Head on over to the Controls section to find out how to use FLUDD.

Yoshi
Mario's dinosaur buddy returns, but not until the later stages of the game. He is essential for completing some the missions, with his excellent jumping skills and his ability to spit fruit juice and eat bad guys. When you see a Yoshi Egg lying around, feed it the fruit that it wants to hatch a shiny new Yoshi for you to ride on. Make sure you keep him topped up with fruit or else Yoshi will disappear! He is also essential for unlocking certain worlds that are unable to be found or gotten by Mario alone, such as Pianta Village or Serena Beach. Corona Mountain is unlocked by beating all Shadow Mario missions.

Princess Peach
Peach is the Princess of the Mushroom Kingdom with a tendency to get kidnapped, usually by Mario's most hated enemies, such as Shadow Mario or Bowser. She is also Mario's love interest.

Toadsworth
Toadsworth is a Toad elder and is Peach's long-time steward. Although, he's clearly not too good at his job, judging by the amount of times Peach gets kidnapped. He has brown polka dots and an extremely large mustache.

Toad
There are many Toads, each with different coloured polka dots on their mushroom-shaped heads. They are Peach's attendants and often have useful bits of information for Mario.

Pianta
Piantas are residents of Isle Delfino. The guidebook calls them the "Mountain People" and says of them:

"These mountain folk are strong, sociable and curious. The trees on their heads provide relief from the island's heat."

Noki
Nokis are residents of Isle Delfino that live near the ocean. There are not seen as often as the larger Pianta people. The guidebook says:

"Nokis wear vibrant seashells reminiscent of their time living in the coral reefs. They are timid but highly intellectual."

Il Piantissimo
Il Piantissimo is a man dressed up in a pink Pianta costume, much to the dismay of the real Piantas. He appears in some stages to challenge Mario to a race. If Mario wins, he is rewarded a Shine Sprite.

He bears a resemblance to the Running Man from The Legend of Zelda: Ocarina of Time. They both have a similar body structure and they both like to run. Il Piantissimo has the same face as well, although this is never shown in-game (because he always covers his head with a Pianta helmet), and was only discovered from the game's internal model.

At the end of Super Mario Sunshine, Il Piantissimo found Shadow Mario's paint brush stick out of the sand.

Boathouse
There are two boathouses on Isle Delfino, one in Delfino Plaza and one in Noki Bay. The proprietors are animals that look like something between a raccoon and a bear, but more likely are meant to be Tanuki, a favorite of Japanese folklore. They are probably also a reference to some power-ups in other Mario games. You can trade Blue coins for Shines in the boathouse in Delfino Plaza; in Noki Bay you can get a boat.

D.E.B.S
The Delfino Emergency Broadcast System. Not an actually character but a source of information that scrolls across you screen in Delfino Plaza. D.E.B.S. will notify you when there is something new to investigate.

title: Super Mario Sunshine/Characters


text:
Super Mario Sunshine/Items

Shine Sprite
Shine Sprites (also known as Shines) "embody the power of the Sun and provide the energy that sustains Isle Delfino". They are required to unlock events and stages throughout the game.

Gold coin
Coins are scattered all over every area of the game. Collect 50 of them for an extra life; collect 100 for to get a Shine. Each coin also recovers one health point.

Blue coin
Collect these coins and swap them for shines at the boat house in Delfino Plaza (by the portal to Ricco Harbor). Each blue coin also regains 2 health points.

Red coin
Several episodes require you to collect a set of 7-8 red coins, which may be formed into a pattern to make capturing them a pain in the neck, in order to win a Shine. Also, each one recovers 2 health points.

Fruit
Fruit are mainly used to feed Yoshi. There are also certain ladies in Delphino Plaza who will reward you with a Blue coin for filling up their fruit basket.

There are six types of fruit.
 * Bananas: Turn Yoshi pink and cause him to squirt pink juice.
 * Coconuts: These aren't hairy and brown as you see in a supermarket, but appear as smooth, light green orbs. They also give Yoshi pink color and juice.
 * Pineapples: Turn Yoshi and his juice orange.
 * Papayas: Opinions vary on what these oblong yellow fruits are intended to be since their name is never used; they have also been called mangos, lemons or pears in various guides. They give Yoshi orange color and juice.
 * Durians: Most people in temperate climates will not be familiar with these, but it's an actual fruit known for its tough, spiky husk and its pungent odor. In the game they appear as light brown orbs and, unlike other fruits in the game, Mario can't pick them up and carry them. They can be moved by kicking or spraying. Durians turn Yoshi and his juice purple.
 * Chili peppers: These are the last and rarest fruits and they turn Yoshi and his juice purple. As you might expect, some find the taste too hot to handle.

Water barrel
Used to clean large amounts of goop and to cool down Chain Chomps.

Water bottles
They refill your water tank. Small bottles refill half the tank and large bottles refill the whole tank.

Tool box
Holds replacement nozzles for FLUDD. There is a different type for each type of nozzle. Sometimes they appear as holograms and you must find the real one to turn the holograms into real nozzles. The boxes are color-coded: FLUDD's water tank is refilled when you pick up a nozzle.
 * Blue: Hover nozzle
 * Grey: Turbo nozzle
 * Red: Rocket nozzle

Yoshi eggs
Hatch them into Yoshis by feeding them the fruit they want. Yoshi will only hatch with the same fruit that appears in his thought bubble.

1-Up mushrooms
Gives Mario an extra life. Also refills his energy meter and tops up FLUDD's tank.

title: Super Mario Sunshine/Items


text:
Super Mario Sunshine/Delfino Airstrip

Starting cutscene
Before you start the game there is a cutscene where Mario, Princess Peach, and Toadsworth are on a plane. The in-flight movie shows an introduction to their destination, the vacation paradise of Isle Delphino. Mario dreams of the seafood, Toadsworth is looking forward to relaxing on the beach, but Peach notices a strange shadow that somehow looks like Mario.

Goop on the runway
The cutscene continues when you start a new game. The plane comes in for a landing but comes to an abrupt stop because there is something blocking the runway. When you get out of plane, you see that it was sticky orange and yellow goop on the runway and the Peach catches a glimpse of the shadow she saw in the movie. Toadsworth asks you to see about getting some help and you start playing the game.

If it's your first time playing the game then you might want to just have a little look around the area and practice running, jumping, climbing trees and swimming. If you've played Mario 64 then the controls are nearly the same, otherwise consult the game manual or the Controls section of this guide to get the basics.

Speak to Toadsworth, Peach and the toads and they'll fill you in on what's happening. Most of the toads will warn you not to touch the goop because it's slippery and dangerous. So heeding this advice, head to the other end of the runway. You may meet one of the island's native residents, the Piantas, on the way and she will point to her friend who is trapped inside the goop.

There are more Piantas at the end of the runway and the one in the straw hat gives you hint on what to do next. But you may want to explore a bit first; it's a very small area so don't worry about missing anything or getting lost.

Introducing FLUDD
The pump the Pianta in the straw hat was talking about is right next to him, near the two large square tanks on the left. When you get close you automatically pick up FLUDD who will introduce itself with a short cutscene explaining the basics of how to operate it. After the instructions, spray the large letter "M" painted on each of the two tanks as a little practice task. You might also want to practice a bit with the Hover nozzle here but it's not needed until later. Now you're ready to battle the huge puddle of gunk on the airstrip.

The first Shine
Head over to the gunk puddle and spray the edges of it with FLUDD. If you want to you can spray the paint off the Pianta that's stuck in the puddle before taking on the boss; he doesn't seem very grateful if you do but it's good practice.

Spray lots of water on the large blob in the centre of the puddle; you may see some sparks telling you it's working. This awakens a mini-boss called a Piranha Plant. (It's similar to the Piranha Plants in Mario 64 but it's covered in goop. Spray water into its mouth three times to defeat it, but if you take too long then it will disappear back into the puddle and you must start over. You will be rewarded with your very first Shine Sprite.

As soon as you collect the Shine, another cutscene begins. Peach congratulates you on the victory and is admiring the job you did and Toadsworth is admiring the FLUDD device when the Delfino police arrive and take you away! (You won't be able to visit this area again until near the end of the game. See Secret Shines for details.)

title: Super Mario Sunshine/Delfino Airstrip


text:
Super Mario Sunshine/Delfino Plaza

"Tourists get off the ferries here, in Isle Delfino's largest city. Attractions include the Shine Gate and the Grand Pianta statue."

Trial and sentencing
You land in jail and are taken to court on Isle Delfino to face charges of polluting the once fair Isle Delfino with graffiti and goop similar to what was on the runway. The damage has made the Shine Sprites, guardians of the isle and its source of power, flee. The normally sunny isle is now covered by a gloomy shadow and the natives are in danger of losing their way of life. You are found guilty based on an eye witness sketch and are told you must clean all the graffiti and pollution before you are allowed to leave. Afterwards, FLUDD summarizes the dire situation the isle is in and it looks like, guilty or not, you're going to have to help them out. The next morning the police release you in Delfino Plaza to begin your work. Exiting the level or Failing the level and he will return to Delfino Plaza You are now free to roam the area and almost immediately you'll see a D.E.B.S. Alert at the bottom of the screen telling you that some people have gone missing in Bianco Square. If you need to know where you are then press Z and select Delfino Plaza to get a detailed map.

Head down the street in the direction the police point you, between the beach on the left and the fruit sellers on the right. You'll notice Toadsworth and Peach when you reach the corner, but it's a good idea to talk to the toads and Piantas on the way. FLUDD may also tell you about special moves near places you can use them.

When you talk to Peach she's glad you're alright but is already complaining and wants to go home! You'll then be shown another huge pile of goop in Bianco Square to the right, so get over there.

Raising the Grand Pianta
This puddle of goop is larger than the one on the airstrip and more dangerous because it spawns Goo Bubbles that attack you when you get close. Start cleaning the goop you'll free a toad and a Pianta that were trapped in it; now we know what happened to the people the D.E.B.S. message said disappeared. Spray the large pile of goop awaken another Piranha Plant and spray water into its mouth three times to defeat it as before. You can refill FLUDD in the fountain nearby, and if you run low on health due to the Goo Bubbles then find the stash of Gold coins just off the beach.

When the Piranha Plant is gone the Grand Pianta statue rises up out of the ground, so it looks like you've saved one of Delfino Isle's most important landmarks. But on top of the statue is Shadow Mario, the shadow that Peach noticed earlier, and it's not just Peach who sees him this time. Shadow Mario grabs Peach and runs off with her.

Finding Bianco Hills
Chase Shadow Mario around town and keep spraying water at him. (Press and hold R lightly to spray and run at the same time.) You'll see sparks every time you hit him with the water.

Start by running over to where Peach and Toadsworth were standing, then back toward where the police released you, up the ledge on the left, and circle back to the square to complete the loop. Don't worry if you lose him for a while as he'll kindly stop and wait for you to catch up, plus he stops every so often to paint more graffiti on the ground. Getting up the ledge may be tricky for beginners, so if you have trouble check the Controls page for the different kinds of jumps you can use. When you've sprayed Shadow Mario enough he'll fall over and drop Peach, so just run over to them. Peach is now safe but you need to chase Shadow Mario a bit more.

He'll head back to Bianco Square, paint a mysterious "M" on the platform of the Grand Pianta statue, and disappear into it. Spray the "M" with water and it will glow and become a portal for you to jump into. This is now the portal to Bianco Hills, your first adventure area. At this point you have a few options:
 * Take some time to explore Delfino Plaza, talk to some locals and get your bearings. This is recommended if it's your first time playing.
 * You can jump straight into the portal and start completing episodes in Bianco Hills. This is recommended for most players.
 * Hunt down some Blue coins or secret Shines located around Delfino Plaza. If you've played before and already know where some of these are then you might as well get them now.

Start following either the Bianco Hills page or the Secret Shines page, at least until you've collected enough Shines to trigger the next event here.

Finding Ricco Harbor
After finding your third Shine, you will be able to unlock a new area; Ricco Harbor. To do this, head west from the Bianco Hills portal until you reach a pier covered in black goop. Defeat another Piranha Plant, the difference here is that when you get water into its mouth three times it merely plays dead for a moment and you have to defeat again. The boathouse reappears with an M similar to the one on the Grand Pianta statue.

Spray the portal to activate it and you can now enter Ricco Harbor. You can also go inside the boathouse to trade Blue coins for Shines, see Boathouse for details.

Finding Gelato Beach
After getting five Shines, you'll be shown a big puddle of goop where the lighthouse used to be. To find it, head to the market and follow the beach until you get to the goop. As before, spray the center to get the Piranha Plant to appear. As with the boathouse, you need to defeat it twice before it's gone, then lighthouse is restored and a portal to a new area is revealed. Be a good man and clean off poor little toad before spraying the new portal to activate it. This can now be used at any time to enter Gelato Beach.

In case you were wondering, this is the last time you have to defeat one of these monsters. The portals to the remaining levels open in different and more interesting ways.

When the lighthouse is restored, or at the least soon afterward, the fruit boats start running again. You can ride these to get to certain areas that were unreachable before, see the Secret Shines page for more details.

Finding Pinna Park
After unlocking Pinna Park you will notice 3 mysterious boxes in Delfino Square. These are toolboxes containing new nozzles for FLUDD, but only the Blue one is real for the moment. The other two are holograms and only turn into real nozzles when you complete the events described below.

After getting ten Shines, D.E.B.S. warns you that Princess Peach has been kidnapped again. The culprit was last seen heading west. Also, a "turtle" was seen in the western docks, so head there to investigate.

A cutscene starts when you get there. Shadow Mario has carried Peach onto his "turtle", actually a sub. He sticks his tongue out at you and takes off in the sub, heading for Pinna Island and taking Peach with him.

When the cutscene is over, you're on top of an "exhaust port" (actually a cannon) and D.E.B.S. tells you that it's just been repaired. The Pinna Park level is now open; just jump into the cannon to be launched over the sea and land on the Pinna Island beach.

The Return Of The Yoshis
After completing Episode 4 of Pinna Park (The Wilted Sunflowers) you will have to chase down Shadow Mario in Delfino Plaza. He starts near the fountain in Bianco Square (where the replacement nozzles are) so go find him and do the usual runny, jumpy chase thing. He goes up to the rooftops now so you need to master various jumps to keep up with him. This time, when you catch him, instead of giving you a Shine he'll drop the Yoshi Egg that he was carrying. You'll notice a thought bubble coming out of the egg, with a picture of a fruit in it. Feed the egg one of these fruit to hatch the Yoshi from within.

When Yoshi hatches, jump onto its back and go for a ride. To see how to control Yoshi, have a look at the Controls page. Riding Yoshi will allow you to discover certain areas of the game that were unreachable before. Anywhere that you see an entrance that is blocked by wobbly yellow jelly, just get Yoshi to spit some juice on to it, to dissolve it.

Finding Sirena Beach
You may have noticed a pineapple sticking out of a pipe on the roof of one of the hotels. There's nothing you can do with it until you get Yoshi, but Yoshi just happens to like fruit. So just get Yoshi up to the roof and have him eat the pineapple to open the pipe. Now you just have to jump in to get to Sirena Beach.

Finding Noki Bay
When you've collected 20 Shines, you will be shown that a strange ray of light has appeared in Delfino Plaza, near the Shine Gate. If you go there, stand in the ray of light and then look up at the sun (use the Y button, Mario Cam), then you will be transported to Noki Bay. (If you've played Mario 64 then you will already know this trick since it was used to enter the Tower of the Wing Cap.)

Unlocking The Turbo Nozzle
At 25 Shines, and after getting Yoshi, Shadow Mario will turn up in Delfino Plaza again, this time holding a FLUDD nozzle. Find him near the boathouse and chase him around like normal, spraying him when you can, and when he falls over he'll hand over the Turbo Nozzle! Unlocking this item does not open any new levels, but it does allow you get to hidden Shine (shown you in the little intro before the chase) and a Blue coin, and enter one of the mini-levels in Delfino Plaza. The grey box near the Pianta statue becomes solid and you can switch to the Turbo Nozzle by breaking it open. Switch beck to the Hover Nozzle by breaking the blue box.

Unlocking The Rocket Nozzle
At 30 Shines, and after unlocking the Turbo nozzle, Shadow Mario will pop up in Delfino Sqaure yet again, and this time he's holding the final FLUDD upgrade: the Rocket Nozzle. Head to the rooftops near the lighthouse (portal to Gelato Beach) to find Shadow Mario and start the chase. When you beat him, he'll hand over the nozzle. Now the red box in Bianco Square becomes solid and can get the Rocket nozzle from it at any time.

Finding Pianta Village
Once you've obtained the Rocket Nozzle you'll be able to find the entrance to Pianta Village. The entrance is a red pipe on the top of the Shine Gate in harbour area of Delfino Plaza (if you don't know by now, the Shine Gate is the huge white and yellow arch with a large sludge-covered Shine in the top of it. Use the Rocket Nozzle to launch yourself on to the hills behind the Shine Gate. Then stand on the grass directly behind the Shine Gate and launch up on to the top of it. The red pipe here takes you to Pianta Village.

Entering Corona Mountain
Once you have beaten all of the Shadow Mario chases (which is always chapter seven) in every level, the plaza will be flooded. The natives are all on rooftops to stay dry and the only level that's open is Sirena Beach. (Pianta Village is open in theory but without a Rocket Nozzle you can't reach it.) The intro scene showed Shadow Mario heading behind the Shine gate. Follow him there and he leads you into a cave, which is the entrance to Corona Mountain. Note, you don't actually have to complete the level to restore the plaza to normal. Just exit the level to come back later when you're ready.

Getting to 120 Shines
You can get into Corona Mountain with only 50 Shines, seven for each of the seven levels and one for the airstrip. With the Shine you get for the final boss that means you can complete the game with only 51 Shines, which is a long way from the 120 possible. Here are some tips on getting all 120.

 * The game helps you keep track of the Shines you've gotten. But the Delfino Plaza Shines are a different story so keep notes on which ones you've done. There are a total of 40, but 24 of them are for turning in Blue coins and one is for defeating the final boss, so the actual number is 15.
 * The same goes double for the Blue coins. You can tell how many Blue coins you've gotten in each area by hovering over its dot on the map, but you can get stuck trying to figure out which one of the 30 in a level you missed, especially since some only appear in one episode. Hunting for a missing Blue coin can mean repeating most of the episodes of a level. It may be better to hold off on turning in the coins until the end so know how many you've collected and to help track the number of Delfino Plaza Shines you've gotten.
 * The most difficult Shines are the secret level replays, especially the ones where you only get one minute to collect the coins. Try to get these sooner rather than later since if you get stuck then it will be on one of these.
 * One or two of the Secret Shines are in very obscure places, so do try to find them on your own, but there's no shame in looking some of them up in a guide like this one.
 * When you first get into Corona Mountain, there's no point in fighting the final boss because you won't have the 119 other Shines yet. So just collect the Blue coins there, exit, get to 119, then return and fight the boss.

Here are some tallies to help you keep track of your progress. There are 240 Blue coins total, 30 each in the seven normal levels, 20 in Delfino Plaza, and 10 in Corona Mountain. (One of the Delfino Plaza coins is actually in the Airstrip and you can't get it until after Corona Mountain.)

As mentioned above, there are 40 Shines for Delfino Plaza, but the 100 coin Shine is counted separately so the total is 41. The airstrip has 2 Shines. Each of the normal levels has a Shine for each episode, plus two secret Shines and a 100 coin Shine, making 11 each or 77. So the total is 41+2+77=120.

title: Super Mario Sunshine/Delfino Plaza


text:
Super Mario Sunshine/Delfino Plaza blue coins

There are twenty blue coins that cannot be found within specific levels, except for one in the airport, they are hidden around Delfino Plaza itself.

Jail
Locate the building with the bell tower in the southeast corner of the plaza, in other words at the opposite end of the beach from the lighthouse. On the south side, over the water, is an open window. Hop from the ledge nearby and hover into the window to land in a room with barred windows. Liberate the coin that's doing time in there.

Banana lady
Look for a Pianta lady standing near a wall just south of the central dock. Talk to her and she offers you work collecting fruit for her. Gather three bunches of bananas and place them in her basket, then talk to her again to be rewarded with a blue coin. Bananas can be found in one of the fruit stalls, on a rooftop in the southeast corner of the square, and in the top of a tree west of the Pianta statue. Can be repeated for a 1-up.

Coconut lady
Go to the boathouse in Delfino Plaza (where the portal to Ricco Harbor is) and look out to sea and you'll notice a small island with a palm tree and a Pianta lady. Swim out there and talk to the lady. She'll ask you for 3 coconuts, and as luck would have it, there are 3 coconuts hanging in the tree right next to her. Spray them to knock them down and then put the in her basket one by one. Don't worry if some of them fall in the sea as they will grow back again straight away. Can be repeated for a 1-up.

Pineapple lady
This woman is standing next to the giant Shine Gate north of the central dock area and she asks for pineapples. Her basket is high off the ground so you'll need to throw (jump + B) the fruits in. Finding the best place to throw from takes a bit of trial and error but isn't as hard as it seems. Alternatively, you can bounce on her head three times and if you land on the edge of the basket, you can then simply drop the fruit in. Can be repeated for a 1-up.

Durian lady
This is by far the toughest fruit lady challenge. Look for the Pianta lady to the left of the shine gate. She asks for durians and they are the spiky fruits that Mario can't carry, only kick around. So it's football time.

There are a few ways to get the durians to the basket but this seems to be the simplest. Get a durian from under the awning near the boathouse. You can also get durians from the fruit market but it's farther away. Gently kick it north along the boardwalk, then when you get close to the end aim toward the tree in the distance (this is shown in the picture on the right). If you run at the durian and press B just before you get to it, you will give it a mighty kick that will send it far into the distance, then hover over and see where it landed. Hopefully it didn't bounce into the water (if it did, just keep trying), so from here kick the durian through the archway and then go left to the little hill.

Getting the fruit up the hill can be very tricky because of the camera angles in such a tight space. You need to place the fruit at the bottom of the hill, stand directly behind it and the spin the camera around so it is facing Mario. Now run in a dead straight line up the hill with enough speed to get the Durian up there. Once you get up the hill, kick or spray the fruit into the basket. Now just do that two more times to get a blue coin as a reward. Alternatively you can repeatedly run and press B to dive to push the Durian up the hill quickly. Be careful that doesn't go over the wall and into the water under the shine gate!

Shine gate M
Locate the large crate in front of the Shine Gate (on the right side). Ground-pound this crate to smash it and reveal a graffiti "M", then spray the wall clean for the coin to pop out.

Rooftop M
Locate the large crate on the rooftop over the inlet between the central dock and the ocean. Ground-pound this crate to smash it and reveal a graffiti "M", then spray the wall clean for the coin to pop out.

Tower M
Go to the tower in the northwest corner of the plaza, near the red cannon that fires you over to Pinna Park. Look on the north side about half way up to find a graffiti "M", then clean it off for the coin to appear.

Paired crosses (x2)
Locate a graffiti cross on the east side of the base of the Pianta statue (right of the Bianco Hills entrance). Locate a corresponding cross one the west side of the southwest tower (the one with the radio dish). Wash one cross off to make a blue coin appear at the other cross, then quickly get to the other cross to collect the coin before it disappears. The slip-slide move is very useful here for covering the distance in time, or wait until you get the turbo nozzle and use it. Do both crosses to collect two coins.

Flaming Pianta
This might sound like the name of a refreshing cocktail, but after you open Gelato Beach there actually is a Pianta fellow running around wearing a backpack that's on fire! He normally is found on the beach near the lighthouse but may also appear next to the central dock. You need to chase him around with FLUDD going to put out the fire, then talk to him to be rewarded with a blue coin. After collecting the coin, the same Pianta can be seen wandering around with his backpack full of red mushrooms.

Blue parrots (x2)
There are 2 blue parrots flying around Delfino Plaza which turn in to blue coins when you spray them. They fly around but if left alone they perch in the following locations:

 * On the roof of the building to the left of the shine gate.
 * On the roof of the building north of the Pianta statue.

The blue birds usually hang around with some green birds, and are very wary of Mario's presence so you'll have to squirt them from quite far away if you want to catch them sitting still. You can also wait where they would normally land and squirt them in mid air. When you squirt them they fly away for a bit and then come back to the same spot. A few good hits should be enough to turn them into coins.

North
The north end of a tunnel under the shine gate.

Center
A tunnel under the main dock.

West
The underground passage that leads to the island with the coconut lady.

Northeast tower window
Go to the rooftops in the northeast section of the plaza, between the shine gate and the lighthouse. Look on the north side to find some orange goop covering a window. Get Yoshi and spray the goop with fruit juice and it melts away. You can now hop into the window and collect the coin there. When you re-enter the plaza the goop will be restored even though there is no coin behind it.

Northwest tower window
Go to the rooftops in the northwest section of the plaza, near the red cannon, and look on the east side of the tower to find some orange goop covering a window near the top. Get Yoshi and spray the goop with fruit juice so it melts away. Yoshi's fruit juice range is pretty good so you can to this from the next building over. You can now do one of the following: Collect the coin when you reach the window.
 * Abandon Yoshi and climb the small ledge circling the tower. The sidestep move may come in handy here.
 * More difficult, do a spin jump and float with Yoshi all the way up there.

Stone pillars in the sea
Locate the pillars a little out to sea from the lighthouse. One of the further-out pillars has a double door in the bottom of it, which hides a blue coin. Equip the Turbo Nozzle and smash through the double doors to get the coin.

Airport
Note, even though this is in the airport, it shows up in coin count for the plaza. You can only get this coin after you have entered Corona Mountain at least once (whether you defeat Bowser or exit stage).

Waiting room ice
Collect 10 gold coins in the plaza and talk to the Pianta by the boat at the southwest dock. Pay the fare to be taken back to the airport. You should see a turbo crate near the landing, so grab it and equip the turbo nozzle. Smash through the double doors of the building at the end of the landing to gain entrance to the airport waiting room. On the right find a block of ice. Switch to the squirt nozzle and spray the ice until it melts away leaving a blue coin.


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Super Mario Sunshine/Bianco Hills

Bianco Hills is the first proper "area" that you'll encounter in Super Mario Sunshine. Like all the others, it is split into 8 episodes and there is a side-quest of collecting 100 coins.

Episode 1: Road to the Big Windmill

 * Objective: Destroy the Piranha Plant Keeper to reveal a path to the big windmill.

When you start the episode you get a quick view of Shadow Mario on top of a pile of goop. He'll be gone by the time you get there but that's your destination for this episode.

Head along the stone path following the red signs and a trail of Gold coins. You might talk so some of the Piantas on the way; some of them saw Shadow Mario pass this way but they still think you're him. The downhill part of the path is covered in water so you can slide down it as in the game previews. If you land in the river at the end you can either jump on the log here or hop up to a ledge to the left a way. You can also use the ropes to cross or simply hover over.

The stone path continues on the right, but you will meet Stus who may get in your way. In other episodes the gate through the wall on the right is open, but it's closed now because of goop on the other side. The path goes under a tall arch with bells on top; if you spray the bells a 1-Up green mushroom falls out.

Keep following the stone path until you get to a big waterwheel. To get past this water wheel, hop up to the ledge to the left of the path, then jump on to one of the paddles as it goes round and let the paddle carry you over the top of the wheel. There is a huge area covered by goop on the other side of the wall and you might as well start cleaning some of it up. You'll find that entire trees have been buried under it as well as a section of the wall. You may also find Mini Piranhas in the goop.

Keep following the stone path until you find the source of the goop, huge balls of it rolling on the ground and into a pond. (If you spray the balls you can see that they're actually rolled up piranha plants.) Avoid the balls and use FLUDD to clear the path to their source, pile of goop similar to what was covering the Grand Pianta statue. You know what to do now, spray it until a monster appears and then spray water into its mouth until you defeat it.

When the monster is dead, a ramp rises up out of the ground connecting the stone path to a bridge. This bridge takes you to an island in the middle of the pond, but that's something to explore in the next episode. For now, collect the Shine that the monster was hiding to complete the chapter.

Episode 2: Down with Petey Piranha!

 * Objective: Climb the big windmill and defeat Petey Piranha.

When you start the episode you get a view of Petey Piranha standing atop the big windmill.

Follow the path to the river and cross it as before. You'll notice that the gate through the wall on your right is now open; go through to find that more goop has appeared. Now the source is Petey Piranha throwing it from the windmill. Follow the path to the ramp that appeared in the previous episode and go up to the bridge. The bridge is still damaged though, so hover over the gap.

Once you've crossed the bridge, continue along the path as it climbs toward the windmill. Watch out for the balls of goop, similar to the ones in the previous episode that roll down the path. A jet of water near the top of the path will refill your FLUDD tank.

Keep on the path, using the FLUDD hover nozzle to jump gaps and go around vines as you spiral around the windmill. When you reach the end of the path, jump on to one of the platforms on the windmill's sails and ride it to the top. Jump on to the roof where Petey Piranha is waiting. The roof isn't strong enough for the both of you and it collapses, so you both fall and a battle begins inside the windmill.

To beat Petey, you must shoot water into his mouth as with Piranha Plants you fought before. Wait until he opens his mouth and then fire in as much water as you can. When he is full, his belly button will pop out and he'll fall on his back. Jump on top of him and use the Ground Pound move to push his belly button back in. (You may have heard Piantas in Delfino Plaza call this the "box breaker" technique.) Wait until he gets up then repeat.
 * Boss: Petey Piranha

Meanwhile, if you don't get water into his mouth then Petey will vomit a big puddle of goop on the floor. You might find water bottles in it if FLUDD is starting to run low, and there might be a Mini Piranha in it which you can defeat for coins if you're low on health. Petey may also take a swipe at you with his arms, or maybe they're branches.

Once you stomp his belly 3 times, he'll dissolve and you'll gain another shine.

Episode 3: The Hillside Cave Secret

 * Objective: Find the secret level and finish it.

When you start the episode you see a cave entrance in the side of a hill.

Start down the path as before and right away you'll notice that there are new enemies in this chapter. You see Seedy Pods but later on you'll see Pokeys and Hens.

Follow the path as before but this time the red arrows point to a rope passing under the bridge. Use the rope and hover from platform to platform to get to a ledge on the far side of the lake. Follow the ledge right as the arrow points to another sign where the arrow point upwards. You need to get to the rope above this spot and it's probably easiest to do a Side Somersault for this, but a Triple Jump will work as well. You should now be able to see the cave so jump and hover to it and go in.

Enter the cave and you'll see a short cutscene where Shadow Mario steals the FLUDD. Something similar happens in every secret area. Now it's time for a mini-level, accompanied by some of the greatest video game music ever; a sort of a cappella version of the classic Super Mario Bros. theme tune. (About 50 years ago a group called the Swingle Singers did this with Bach and Mozart.) This mini-level can be very tricky as it's easy to misjudge your jumps without the FLUDD to help you, but you better get used to it as this is one of the easy ones! The best piece of advice here is be careful and make full use of the camera controls so you know where you're jumping.

Start by hopping up the sliding blocks to a light green block with two nails in it. Jump on the nail on the right and ground pound it three times to get a 1-Up; now, as long as you can make it this far, it doesn't matter how many tries it takes to get through this because you won't run out of lives.

Next comes a large number of small orange cubes that move around. Their movements repeat so on each block find a pattern that will get you to a block one closer to the far side. It takes some patience to not get caught by surprise.

Now you must cross a narrow bridge where multicolored cubes slide across and push you off if you let them. This is a matter of timing.

Finally you have to use two rotating stars as platforms to get over a long gap. In addition to rotating, the stars slow move forward and backwards, so pick your time to jump when you don't have to jump as far. There is a 1-Up above the second star it you're brave enough to jump for it.

When you make it to the end, grab the Shine... quick before you fall off again!

Episode 4: Red Coins of Windmill Village

 * Objective: Collect the 8 red coins

When you start the episode you see the windmill village and a few red coins are visible.

If you've played Super Mario 64, you'll know how this works. There are 8 red coins dotted around the level which you need to find, and they are sometime pretty well hidden. Here are the locations of the 8 coins:

 * 1) From the start point follow the path and cross the stream. There is a red coin between the two ropes connecting the buildings on your left. Use a double jump or a wall kick to get to the lower rope from the ground.
 * 2) Now use the ropes here to get to the roof of the building on the right and find a coin there.
 * 3) From here, look further right to see a red coin on top of the big white archway. Get over to it by hovering and using the tightrope.
 * 4) Continue along the top of the wall toward the bells and find the next coin in a little archway next to them.
 * 5) Keep going and follow the path as it winds around over the arch you just went through. Watch out for the Wind elemental trying to knock you off! The next coin is at the end.
 * 6) Another rope starts here; use it to cross to the roof of a nearby building. Jump over the red bead following the rope when it reaches you because it can give you a shock. Grab the next coin from the roof.
 * 7) The next coin is between the two large windmills beyond this. Hover to one of the platforms attached to the nearest one, then use FLUDD to spin the windmill until the platform is next to the coin. Hover to one of the platforms on the other windmill grabbing the coin on the way.
 * 8) From here, hover over to the building with two little towers on the roof. (You can also triple jump to a ledge here if you need to.) Wall jump between these towers to get on to the roof where you'll find the final coin.

The Shine will appear on a high platform above where you found coin 6. To get it, hover over to the other little tower then follow the rope up.

You may notice that toolboxes appear in this chapter. There is a blue one right in front of the first coin. There is a hologram of a red one on the roof of the building to the left, but you need to find the real one first to use it. You can find it on some platforms that have appeared in the lake near the hillside cave. The Rocket attachment will make it easier to reach some areas in the level.

Episode 5: Petey Piranha Strikes Back

 * Objective: Beat Petey Piranha again.

When you start the episode you see the windmill village covered in goop and Petey Piranha asleep nearby.

You might want to start by cleaning up the village a bit, but eventually you need to get to the top of the cliff behind the village. One way to do this is using a rope connected to the house with two towers, though there's an easier way. Near the cliff face there is a Pianta buried under the goop (you'll just see his hat). Spray all the goop around him then spray him clean. Before you talk to him make sure you are facing the cliff face and he is between you and the cliff. This is because as a present for saving him, he'll throw you up on the ledge above. Turns out there are quite a few Piantas who will throw you. They call themselves Chucksters and they always throw you directly behind them. Once freed, the Chuckster will start wandering around, so if you need to do it second time you may have to wait until he's in position again.

Climb on the big steps the reach the top of the hill, cleaning the goop as you go so you don't slip in it. There is another Pianta stuck in the goop here and he'll give you a hint if you free him.

Go over to the ledge to see some Pig Puffs bouncing around and one of them will attach itself to FLUDD; you should see Petey Piranha sleeping on a pillar in the distance. You can fire the Pig Puff like a rocket by spraying FLUDD, so aim for Petey using Mario-Cam and let it fly. A direct hit will wake Petey up and he'll fly around. He goes right for the village so you need to follow him there to fight.

Petey flies around spitting sludge everywhere, and the first thing to do is bring him down to your level. Nothing you can do will have any effect if he's moving, so wait until he's hovering in place and shoot him with water or another Pig Puff to bring him down. Look for his shadow if you loose track of him.
 * Boss: Petey Piranha:

Now the battle is similar to the previous battle with him. He has a tornado attack this time but it's easy to dodge. Wait until Petey opens his mouth and squirt water into until he falls over, then jump on his belly as before. It may take longer now because Petey seems more interested in tornadoes than opening his mouth. When you land on his belly he will take off again and you must repeat the cycle.

When you've stomped his belly 3 times, he'll be defeated and give up the Shine he was hiding.

Episode 6: The Secret of the Dirty Lake

 * Objective: Find the secret level and finish it.

When you start the episode you see the lake covered in greenish scum and a cave opening next to it.

Head over to the lake and you'll see that its surface is covered with toxic sludge, but note that the water underneath is clean and you can swim underwater as long as your air holds out.

Your destination is a cave behind the big windmill since that's where the pollution is pouring out into the lake. You may have noticed this in earlier chapters when it was locked, but now it's open and there is a group of logs just below it.

To reach it, hop onto one of the lily pad boats floating near the shore. These boats were here in previous episodes so you might want to go back and practice on them with clear water. In this chapter the polluted water has made them rot, so you only have a limited amount of time to pilot your way to the next leaf before it disintegrates and dumps you in the water. With some skill and luck you should be able to make it to the logs floating in front of cave. Another, perhaps faster way of getting there is to climb up to the back of the windmill, then take a running jump off the spiral path and about halfway through your freefall, use the hover nozzle to hover to the group of logs. If you don't quite make it, swim quickly to logs and climb onto one before the toxic sludge does too much damage.

Once you are on the logs, make your way into the cave and jump on the mysterious grey and white box. It's the turbo nozzle!! (Activating it here will make the hologram on the wall real for when you come back to the level. Carry on inside the cave until you reach another one of those evil secret levels with the cool music.

From the start of course, you need to get across the blue and red sliding platforms. These flip over but they always alternate. So if you're on a blue platform and see a red one nearby flip, hop over to it since it will be safe until after the blue one flips, and similarly if you're on a red platform. One way that seems to work for getting across is to wait until the closest red platform heads to the right, then hop to the blue platform in front of you, left to the red one, left again to the blue one in the corner, then forward a couple of times to reach safety. There is a multicolored star here with a 1-Up as a reward for making it.

Now you see a cube in front of you. To reach it, wall-jump off the wall on the right. This takes some practice but there is a ledge below to catch you if you don't get it. As soon as you land on the cube it starts moving, ride it while trying to stay on top as it rolls. It goes almost all the way to the next platform and you need to do another wall jump to reach safety again, this time with no safety net. Dash past the sliding prisms so you don't get pushed off, and hop to the next cube. This goes straight up and passes by a second 1-Up. Now there is a more complicated version of the sliding platforms obstacle. Getting over this is tricky and you may have to do a bit of back-tracking to avoid falling off, but one route that seems to work is to start when the nearest red platform is moving past you to the left, then keep more or less to the left as you try to progress. Beyond this is the last platform, so claim your Shiny reward.

Episode 7: Shadow Mario on the Loose

 * Objective: Catch Shadow Mario.

Ah, a nice easy Shine. You deserve one after the previous episode. Shadow Mario returns and you just need to keep chasing him around and spraying him, just as when he kidnapped Peach in Delfino Plaza. If you lose him, just keep searching and follow the evil music. When you've sprayed him enough he'll fall over and give up a Shine. (Episode 7 in every level involves catching Shadow Mario.)

Episode 8: The Red Coins of the Lake

 * Objective: Collect the 8 red coins.

When you start the episode you get a view of the lake. You may have noticed additional windmill being added around the lake as the episodes progressed, and now the construction is complete with tall windmills connected by ropes scattered around the lake.

You need to collect Red coins as in Episode 4, but this time all the coins are located above or near the lake. If you've freed Yoshi's on the island then there will be a Yoshi egg right where you start the level, but you don't need Yoshi to get the Shine for this episode. The Rocket Nozzle will make getting to the Red coins easier though. Get this from the platforms on the lake just below the hillside cave entrance.

 * 1) Go to the grove of trees and find the two small windmills next to the lake. The coin is floating above the rope that connects the windmills. It's easy to get with the Rocket nozzle; just stand in the shadow of the coin and take off.
 * 2) Hop onto a lily pad boat and propel it to the right of the bridge and find a group of 4 gold coins with a red coin above them. Rocket from the lily pad to reach the Red one.
 * 3) The next coin is above the trail of platforms that crosses under the bridge. Rocket up to one of the platforms and hop to the rope where the coin is.
 * 4) Go back to the platforms where you picked up the Rocket nozzle. The next coin is above a rope that passes over these platforms.
 * 5) Continue going up this rope until you reach a windmill with flags. Jump to avoid being hit by a Wind Elemental; these will be quite common when you're high up like this. Follow the next rope, jumping to avoid the electric beads, until you're above the bridge and the next coin should be right there.
 * 6) Keep following the rope to the next platform. Then follow the next rope left. If you fall at some point then you can easily get back to this point by rocketing from the path near the bridge. Beat the Pokey on the next platform by jumping on his head but be very careful not to fall. Cross the next rope which has a coin above it.
 * 7) Keep following the rope to the next one which also has a coin above it. This time it's a bit higher up so you may need to switch to Mario-cam to find it.
 * 8) The last coin is above a rope that's not connected to the others. You can reach it with the Rocket nozzle but perhaps it's easier with the Hover nozzle. Drop down and get the Blue toolbox near the base of the big windmill, then use the windmill blades as in Episode 2 to get some height and hover over to one of the platforms holding up the rope.

The Shine will appear in a little alcove in the big windmill, hover over from the windmill blades but if you still have the Rocket nozzle it will be easy to just rocket up there.

100 coins Shine
You can get 100 coins in several episodes, but we recommend Episode 8 and unlocking Yoshi first since you can get a large number of coins by eating bees. Some of the coin counts listed below are approximate. There are many more coins than you actually need here.
 * Objective: Collect at least 100 Gold coins.

 * Coins in plain sight; in trees, on lake, under bridge, above ropes, etc. (46 coins)
 * Spray the Mini Pokeys until they crash into a wall for three coins each. (45 coins)
 * Water the rings of flowers. Using Sprinkler Squirt inside a ring is one way, but you can also just spray from side to side as you approach from a distance. (29 coins)
 * Have Yoshi eat the bees near the beehives, then spray down the beehives hanging from the trees so the rest of the bees come out and eat them. (28 coins)
 * Spray the mini windmills to make a coins pop out of the platforms on top. (16 coins)
 * Jump on the Pokeys while they are standing up for three coins. It can be difficult to get all three coins when the Pokey is on a small ledge or platform. Also, some Pokeys have a Blue coin replacing one of the Gold ones. (10 coins)
 * Spray the windows in the village, usually the ones over doors drop a coin. (5 coins)
 * Spray tops of trees (4 coins)
 * Spray the Seedy Pods, the small blue enemies, from a distance, and then run up and jump on them for a single coin. Or just have Yoshi eat them. This includes the ones in trees (4 coins)
 * There are a few more coins to get by having Yoshi eat the yellow butterflies and water bugs. (4 coins)

The Shine appears on top of a windmill next to the wall.

Secret Shine #1
Objective: Collect 8 Red coins in the Hillside Cave secret area in less than 1:00.

Start Episode 3 and enter the Hillside Cave as before. As with every secret area, you can replay it for another shine. However, this time you have to get red coins within a time limit. Luckily, you have FLUDD back.

At the start is a red button; ground pound it to make the red coins appear and the timer start. You have one minute. The first red coin is on the left side of the sliding blocks in front of you. Get Coin #2 from the left side of the set of small orange cubes. You just need to land on the corner cube since it will lift you up to the coin. Hover along the left side of the cubes to the far corner and get Coin #3 the same way. (You can now get two more coins on the cubes but it seems to be easier to save these for last.) Now look into the distance to see a star shaped platform floating to the left. Jump and hover over to it and grab coin #4. Now hover toward the green bridge and touch down either on the bridge itself or on one of the cubes that are circling it. Jump immediately and keep hovering to another floating star; there are two and you want the one further from the start. This has coin #5. From there is easy to hover to the other star on this side of the bridge, taking you back toward the start again. This has coin #6. You're now in hovering distance of the small orange cubes again, so get to the nearest corner to find Coin #7. Finally, hover along the side of cubes to land on the next corner for the last coin. Be careful on this one because the corner cube doesn't stay in the corner; look to see where it is before trying to land on it. The timer stops after getting the last coin so there's no hurry to get through the rest of the course to where the Shine is waiting.

Secret Shine #2
Start Episode 6 and enter the secret area for the replay. This time, you get 1:30 to get the red coins. (Before you enter this puzzle while you are in the cave DO NOT get the turbo nozel!!!) Hover over to the first red coin in the middle of the red and blue sliding platforms. Touch down on one of the platforms and hover to the next safe spot. Coin #2 is on top of the star here, just above the 1-Up which you might as well grab. Don't bother wall jumping for the next gap, just hover to the cube, touch lightly and hover onto the platform with the sliding prisms. Coin #3 is between them, just touch ground long enough to collect it. Then hop onto the cube which acts as a lift. For this section you have to stay on top; collect coins #4 and #5 and the second 1-Up on the way. Watch the shadows to see where you should be standing. Coins #6 through #8 are on the second set of sliding platforms. These are much easier to navigate with the Hover nozzle so you probably have more time than you think. Get Coin #6 in the far left corner, but wait until the platform is under it. That way you can get the coin, touch down and hover back. Get Coin #7 as you hover to the opposite corner, and get Coin #8 using the same maneuver as for Coin #6. When you have the last coin the timer stops and it's just a leisurely hover to the Shine.

title: Super Mario Sunshine/Bianco Hills


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Super Mario Sunshine/Bianco Hills blue coins

There are thirty coins to be found in Bianco Hills. Not all of them appear right away, but all of them can found in Chapter 8 (assuming you haven't already collected them).

Stream
Go down the path from the start and follow the stream left when you reach it. There is a blue coin in the water by the gate at the end. Appears in all episodes.

North lake
As you cross the bridge leading to big windmill, look to the right and you may spot this coin under the water. This coin actually shifts position from episode to episode if you don't collect it, so in chapter 1 it's next to the series of platforms that crosses under the bridge and by chapter 6 it's close to cave entrance behind the big windmill. Then it moves back a bit for chapters 7 and 8. Appears in all episodes though in episode 6 you must brave poisonous water to reach it.

South lake
Cross the bridge leading to the big windmill and look into the water on the left. This coin appears in episode 6 with a trail of gold coins leading up to it, but you have to swim in poisonous water to reach it. Appears without the gold coins in episodes 7 and 8, making it harder to find but easier to reach.

Windmill ledge
Find the windmill near the end of the stream, then look for a coin floating in the air next to it. To reach it, get to the roof of one of the buildings, then hover to a ledge attached to the windmill next to it. You can then spray the windmill to move the ledge into a better position, or hover to the a closer ledge. When you reach the windmill with the coin next to it you can hover to the coin or move the ledge to it. Collecting the coin is easy though once you get the rocket nozzle, simply stand on the coin's shadow and fire the rocket. Appears in all episodes.

The two towers
Find the building on the far side of the village with two towers (and no windmills) on top. Look in the belfry on the right tower to find a coin. This can be reached easily with the rocket nozzle, or you can hover between ledges as in the windmill ledge coin, or you can use the building's unique shape with a triple jump, spin jump, back-flip and/or wall-jump. Appears in all episodes.

West cliff
To the right of the gated end of the stream is high ledge set into a cliff and a coin sits on the ledge. This can be reached easily with the Rocket nozzle, but it's also possible to get there by hovering from the house with two towers. Appears starting episode 3.

Cliff platform
On top of the cliff behind the town are five platforms with a blue coin on top. Can be reached easily with the rocket nozzle, or without it by following wires from the house with two towers and hovering from the highest mini-windmill near the cliff. Appears starting episode 5.

Under bridge
There's a blue coin under the bridge leading to the big windmill. You can get to it by trampoline-jumping from the rope under it. Appears starting episode 4.

Village mini-windmill
Locate the mini-windmill between the house with two towers and cliff behind it. Next to it, not quite at the top, is a floating blue coin. Use the rocket nozzle or jump on wires to reach. Appears starting episode 6.

Lake mini-windmill
There is a blue coin above the mini-windmill to the left of the big windmill when facing it from the front. The mini windmill has two flags hanging from the side of it. To reach it, ride one of the big windmill vanes half-way up, then jump and hover. More wires and the rocket nozzle appear in later episodes giving alternatives. Appears starting episode 3.

Wall M
There is a graffiti M painted on the wall by the water wheel on the village side. Wash the wall clean to make a blue coin pop out. Appears in all episodes.

Wall top M
Check the top of the wall, also near the water wheel. Hover over it to wash it clean. Appears in all episodes.

House M
There is graffiti M painted on the back wall of the building with two towers. Wash the wall clean to make a blue coin pop out. Appears in all episodes.

Paired crosses (x2)
Locate a graffiti cross on the tree side of the wall. Locate a corresponding cross inside the well formed between two branches of the wall. Wash one cross off to make a blue coin appear at the other cross, then quickly get to the other cross to collect the coin before it disappears. It helps to be standing on the wall when washing so you can quickly get to the other location. Do both crosses to collect two coins. Appears in all episodes.

Windmill M
Go all the way up the ramp to the base of the big windmill to find a graffiti M. Wash it off for a coin. Appears in all episodes.

Paired circles (x2)
Locate a graffiti circle on the back of the building with two towers. Locate a corresponding circle on the back of the building with the tall mini-windmill on top. Wash one circle off to make a blue coin appear at the other circle, then quickly get to the other circle to collect the coin before it disappears. The slip-slide move is very useful here for covering the distance in time, or get the turbo nozzle and use it. Do both circles to collect two coins. Appears starting episode 7.

Balcony
Go down the path from the start and hover over the river to find two buildings connected by a pair of wires. Wall jump to the lower wire, the bounce up to the second and hop over the roof of the left building. This building has two section connected by an arch. The taller section has a balcony on one side. Hop and hover into the balcony and notice two door-like openings there. Spray one of these doorways for a gold coin and the other for a blue coin. Note, the side the blue coin is on changes depending on the episode, left in episodes 1, 3, 4, and 5 and right in episodes 2, 6, 7 and 8.

Tree
Get to the top of the wall and hop over to the tree tops. Go to the one closest to the water wheel, then hover over it or wash the top so the crown is well drenched. A coin will pop out. Appears starting episode 3.

River mini-windmill
Locate the mini-windmill standing in the river on the tree side of the wall. You need to spin the windmill blades, so stand on the wall in front of the blades until they turn fast and a coin will pop out. Another way, which is useful for getting gold coins from the remaining mini-windmills, is to stand on the windmill platform and walk toward the blades until you hang off the edge. Then use the hover nozzle to spray the blades from above. Appears in all episodes.

Lake spire
Follow the ledge around the base of the big windmill and find the spire sticking up out of the lake behind it. Spray the top of it with water and a blue coin pops out. Hover over to reach it.

Gorge spire
Go to the top of the cliff behind the village and find a spire sticking out of the gorge. (This is where Petey Piranha was sleeping in episode 5.) There are two clouds floating around between the fence and this spire. Spray the nearest cloud so it grows, then hover over to it, making sure that after you land you get to the center before the cloud shrinks again. Spray the top of the spire to make a blue coin appear, then use the second cloud to reach the coin. Use the same cloud hopping technique to get back to safety. Appears starting episode 6.

Blue parrot
Locate the building with the tall mini-windmill on top. There is a blue parrot which, if left alone, will perch either on this windmill on the wire that connects it to the house with two towers. Follow the wire or use the rocket to get to the top of the windmill, then wait for the parrot to fly near and squirt it in mid-air. A few good hits should turn it into a blue coin. Appears starting episode 6.

Pianta in brown
Locate a Pianta in a brown shirt and wash the goop off him. Talk to him to get a blue coin as a reward. The location of this Pianta varies from episode to episode. The locations are:
 * Episode 3 - on the road to the big windmill
 * Episode 4 - on the ledge below and to the left of Hillside Cave.
 * Episode 5 - on the river bank across from the trees.
 * Episode 6 - on top of the cliff behind the village.
 * Episode 7 - on top of the big windmill
 * Episode 8 - inside the well formed by two branches of the wall.

Pianta in black
Locate a Pianta in a black shirt standing on a circular platform at on end of the wall. Wash the goop off of him and talk to him to get a blue coin as a reward. Appears starting episode 5.

Windmill pokey
Get to the top of the big windmill as in episode 2 and defeat the pokey there. A blue coin appears in its place. Appears starting episode 3.

Ledge pokey
Locate the three reddish ledges sticking out over where the lake feeds into the river. Defeat the pokey on the left ledge to win a blue coin. Appears starting episode 4.

Yoshi needed (x2)
You can reach this episode in the game without getting Yoshi, in this case the Yoshi egg does not appear and you won't be able to collect these coins. If you do have Yoshi then the egg still does not appear except in episode 8. To wake up Yoshi, notice the fruit that appears in Yoshi's thought bubble as you pass his egg at the start. Then head for the tree area to collect the fruit and bring it back to Yoshi. Banana, pineapple, papaya and durian can be found under the trees, and banana and coconut can be found on the bank opposite the river. (It is possible, though difficult, to get a durian to Yoshi's egg, but it appears that it's never needed since Yoshi always wants some other fruit.)

Butterfly
Get Yoshi and hunt for butterflies in the village area. Have Yoshi eat the blue butterfly to get a blue coin.

2 Beehives
Get Yoshi and go to the tree area. There are two beehives there which only appear in episode 8. Spray the beehive closer to the lake until it falls down, then have Yoshi eat the bees. Each bee turns into a gold coin except the last one which turns into a blue coin.