text:
Super Mario Sunshine/Shine Sprites

Aside from the Shines collected in the game's many episodes, there are others dotted around Delfino Plaza and outlying islands, mostly as rewards for completing mini-quests or secret levels. They count towards the Shine total for Delfino Plaza on the map (press Z), except for the Delfino Airstrip Shine and Delfino Plaza's 100+ coin Shine.

Blue Coin Exchange

 * Requirement: Ricco Harbor portal open, 10+ Blue coins. (Actually the boathouse is open before you get three Shines, but it's unlikely you would have the required Blue coins then.)

Go inside the boathouse that the portal to Ricco Harbor is painted on and find a Tanuki and his son. Talk to him to trade 10 Blue coins for a Shine. Do this for every 10 Blue coins and since there are 240 of them in the game you can get 24 Shines here. Check the Blue Coins section of this guide for information on where to find them.

Pillars in the Sea

 * Requirement: none.

Near the tower on the beach in the north-eastern part of Delfino Plaza, you will see a group of stone pillars sticking out of the ocean,(near the entrance to gelato beach) just a little way offshore. Jump and hover to reach the pillar that has a big green pipe sticking out the top. Climb into the pipe to start a secret level.

You start at the top of a long, steep slide with assorted holes, narrow bridges and gaps. Equip the Hover Nozzle and start sliding. Jump and hover when needed to stay on the slide until you reach the platform at the bottom. Then collect the Shine waiting for you there.

Hidden in the High Tower
Climb up on to the roofs of the buildings and go to the one with a weather vane just north of the inlet for the central harbor. The picture to the right shows Mario looking at this building. There is a Pianta waiting there who asks for a coin; if you don't have one then spray the weather vane to get it. In exchange he throws you into the tower opposite where you'll find a shiny new Shine.
 * Requirement: Bianco Hills open.

Clean the West Bell

 * Requirement: none but easier with Rocket nozzle

You may have noticed a couple of bell towers around Delfino Plaza and that their bells are covered in black goop. If you've unlocked the Rocket nozzle then get it, stand on the roof where Yoshi's egg appears, and rocket up to the bell.

If you don't have the rocket yet then you can still get to the bell but it's a bit more tricky. Get to the roof of the smaller tower to the northeast of the bell tower, it has a white and gold flag flying at the top. A few well timed back-flip jumps and use of the hover nozzle will be needed. The bell is now within hovering distance.

When you've reached the bell start spraying the goop off. It's really stuck on there so it will take a few squirts. When it's fully cleaned a Shine will appear in the tower below the bell.

Now you have to get to the Shine and the only way is through the manhole cover beneath it. This connects to two others, one (shown in the image) on the roof of the building just to the north, and the other near the exhaust port that takes you to Pinna Island. Follow the tunnel under the tower and when you come out in the tower you have plenty of momentum to reach the Shine.

Clean the East Bell
This is the second of the two dirty bells you need to clean. You can, in fact, get to the bell without the rocket nozzle but there's not much point since you need the rocket to get the Shine. So go to the fountain and in Bianco Square and get the Rocket nozzle, then head east to the building with the bars on the windows. (This seems to be the jail, but if so then why are the police at the other end of the street?) Use the Rocket Nozzle to boost up to the dirty bell, then spray as before until a shine appears.
 * Requirement: Rocket Nozzle.

Cheekily, the Shine appears high above the bell tower, so you need to climb down a level on to the ledge. From there, rocket up onto the roof of the tower and then boost again, straight up, to grab the Shine.

Crate-Stomping Game 1
Locate the shop with cafe umbrellas in front, just to the west of the Shine Gate. The door is open so go in and speak to the Pianta inside to play the crate-stomping game. You get 30 seconds to smash all the crates. It's free to play and you get unlimited attempts. Tip: stomp the join between 2 crates that are next to each other and you can smash them both in one go.
 * Requirement: Bianco Hills open

Crate-Stomping Game 2
Go back into shop with the crate-stomping game to play a harder version and win another Shine. This time the boxes are stacked up: 2 stacks of 3 and 2 stacks of 2. It's best to go for the stacks of 3 first. Use a back-flip jump or a shorter stack to get the top of the tall stacks. Then take out the remaining 2 stacks. It takes some practice to do it within the time but it's not too difficult.
 * Requirement: Complete Crate-Stomping Game 1

On the Beach

 * Requirement: none.

Start spraying the sand on the beach south of the lighthouse and you should see a patch that gives off sparks. (If you've already done some of the Pinna Park or Sirena Beach episodes then you know that spraying random patches of sand can turn up interesting things.) Keep spraying to uncover a picture of a Shine, and when the picture is complete the Shine itself appears on a pillar just offshore.

Under the Bell Tower

 * Requirement: Turbo Nozzle.

You may have noticed some double doors under the west bell tower. Get the Turbo nozzle from the fountain near the Grand Pianta statue and turbo your way west through the doors. The Shine is just sitting there in a little room so grab it.

The Yellow Bird

 * Requirement: none, but the bird only seems to appear later in the game, after collecting 15 or so Shines.

Just off the east beach there is a small island with a Pianta and a green pipe on it. Swim out to the island and you should see a little yellow bird, either sitting on the sand or flying around above the tree. Spray the bird a few times and a Shine will appear on one of the stone pillars near the lighthouse. While you're on the island you can spray the campfire to get a 1-Up mushroom, though you may have to chase it a bit to collect it.

The Island Secret

 * Requirement: Yoshi, Fruit boats.

This is one of the difficult and time consuming Shines in the game. First wake up Yoshi, take him to the central dock, and hop onto one of the fruit boats. Remember that Yoshi is allergic to water so if you fall into the sea you need to start over. The first boat takes you to an island with a Pianta. Jump to the island and squirt some coconuts out of the trees here to keep Yoshi fed for the moment.

Hop on a second boat which takes you to a platform in the middle of the ocean. Hop onto it to wait for the next boat; a banana appears here so Yoshi won't go hungry. From the platform, hop onto a third boat which takes you to the island with the yellow bird and the campfire. The whole point of bringing Yoshi to this spot is to have him spray the yellow goop blocking the pipe. You would think this would be enough to earn a Shine but when you jump in the pipe you start a minilevel.

If you've done the Dirty Lake episode of Bianco Hills then you already know part of what this level is about. There is polluted water and you must propel a lily pad boat across it before the water destroys the boat. In this case though the water isn't just polluted, it's deadly. Hop onto the lily pad and give a bit of a squirt to start; there is a current which carries you along most of the time. Try to grab the seven Red coins floating above the water by steering the boat under them. Don't worry too much about getting all of them though since you can only stay on the boat for so long. The seventh coin is a bit higher than the others so you need to jump and hover to get it.

By the time you reach the end your boat is turning a scary shade of black, so hop onto the ledge here. If you managed to get all seven coins on the water then congratulations. Otherwise drop down to the rim of the stream and carefully walk along it back to the start. There is another lily pad waiting there so you can have another try at the coins. There's no time limit so take as many tries as you need, but keep in mind that FLUDD will run out of water eventually. There is a 1-Up about halfway down the stream so try to pick that up as well.

The eighth coin is on the ledge at the end; you have to do a bit of a jump to get it but compared with the others it's no problem. The Shine appears on the same ledge when you get all eight coins. Note the manhole pipe on the platform at the end of the stage does not take you back to the island, it takes you all the way back to Delfino Plaza!

Clean the Shine Gate

 * Requirement: Rocket Nozzle

As you've probably noticed by now, the giant Shine in the top of the Shine Gate is covered in filth like the bells, so it's time to clean it up. Get the Rocket nozzle from the fountain near the Grand Pianta, then go around to the back of the Shine Gate and rocket to the top as if you're going to the Pianta Village. Slide down to the little ledge inside the gate and spray the Shine until it's clean. A Shine appears above the gate and you need to rocket back to the top of the gate and rocket from there to the top to get it.

Smash the Disk

 * Requirement: Rocket Nozzle.

Get the Rocket nozzle, then go to the lighthouse and rocket to the top. Climb right to the very top and you'll see a black disk, something like a giant hockey puck, with a flame logo on it. It looks like you might be able to smash the disk with a ground pound but it turns out the flame logo means you'll need something extra on it. Fire the rocket and do the ground pound move when you're at the highest point to do a super, orbit reentry type ground pound which will do the trick. A Shine will appear above the lighthouse so just rocket straight up and get it. Remember the flame logo since it will be useful later on.

Blast past the Guards

 * Requirement: Turbo Nozzle.

Get the Turbo nozzle and go to the northeast part of town where you were first released after getting out of jail at the start of the game. There is a double door with a Pianta guard standing either side of it. Use the Turbo Nozzle to blast through the door and start a mini level.

This is basically just a Turbo course and you have to follow it to the end. Use the turbo boost all the way and jump over the gaps when needed. You get a water refill from the fountains at the top of the hill piece, where you can take a break and re-align if necessary. The Shine is waiting for you on the final platform.

Pinball Machine Secret
This is one of the trickier shines in the game and it will take some practice and luck to get it.
 * Requirement: Fruitboats running

Go to the central docks and board a fruitboat as it passes by. The boat passes under a bridge with a Gold coin hanging under, this coin is your only clue that there is an entrance to a secret level here. Jump just as you pass the coin to enter the level.

The level is actually a large pinball machine and you are the pinball. (The machine is more in the style of Japanese Pachinko than the pinball you may be used to.) The idea is to get the Red coins inside the machine.

Enter the machine and go into the launch area on the right. Jump to be bounced up to the top of the machine; you get two free Red coins on the first bounce. Now try to maneuver with the Hover nozzle so you land in one of the cups where the Red coins are located. You can also guide yourself a bit on the way up using the joystick. If you land in a cup then you slide out the back of the machine and down through the machine's workings to land next to the launch area. If you don't land in a cup then you fall out the bottom and you need to start over, so try to land in a cup even it you don't land in one with a Red coin.

Once you've collected all eight coins the Sprite will appear in a large cup in the middle of the machine. This is tricky to get to because there is another cup and a number of pins directly above it.

The Cliff Top Secret
First get the Rocket nozzle, the start swimming west from the exhaust port. There are some trees growing on the side of the cliff, so rocket up to them. Now locate the ledge overlooking these trees, rocket over to it and jump into the pipe there.
 * Requirement: Rocket Nozzle

You're now in a minilevel with tall grass and you have to collect the 8 Red coins hidden here. First spray the Red bird until it turns into a coin. Then chase the Pianta with the burning backpack and put out the fire; he gives you a Red coin as a reward.

There are two Mini Pokeys in the corners and two Seedy Pods here, and each is holding a Red coin. Just hop on top of the Mini Pokeys to defeat them. For the Seedy pods you have to spray them from a distance to stun them first, but the only problem there is that the grass make it hard to see.

The seventh coin is hidden in a hole which is located in the corner opposite the one with the wooden arches. Jump down the hole to get the coin and wall-kick or backflip out again. Make sure you know where you're going here because there is a path leading out the bottom of the level and you don't want to fall.

The eighth and final red coin is on top of a wooden arch. When you get all eight coins the Shine appears on the tallest arch. You can rocket to reach these but backflips will will to the job just as well.

Red coin Shine at the airstrip
After visiting Corona Mountain, whether you complete the boss battle or not, the water returns to its normal level in Delfino Plaza. The ferry back to the airstrip is back in operation but you the cost is 10 Gold coins. Find them around town, then talk to the boatman on the dock next to the west bell tower. Hand over your 10 coins to be taken to the airstrip.
 * Requirement: Visit Corona Mountain

Things are quite a bit different from when you first landed. There are boats in the water, Gold coins all over, Stus on the runway, and fish jumping around. You'll find the next part a bit easier if you stomp on all the Stus. Also, get the Turbo nozzle from the toolbox near the start and break through both sets of double doors to the waiting lounge. Leave the Gold coins alone as much as you can though.

Press the red button near the ferry to start the timer, you have 2:00 to collect all the Red coins around the airstrip. It's probably impossible to do it in time without the Turbo nozzle, but it's a mixed blessing because it's hard to control. Fortunately you have a trail of coins to follow and it will lead you to all the coins.

Start by going through the waiting lounge to collect Coin #1. Go between the two square tanks onto the water, follow the trail left, and jump over the boats collecting coins #2 and #3. Turn left again and get Coin #4 near the end of the runway. Turn again and get Coin #5 to the right of a string of little green floating platforms. Coin #6 is under the bridge ahead. Now turn left 180 degrees and hop up onto the runway to get coins #7 and #8; you will have problems running into Stus if you didn't clear them earlier.

The Shine appears on the runway on the picture of a Shine.

100 coins Shine
As you probably know by now, you can earn a bonus Shine in each of the game's areas by collecting 100 coins. This also works for Delfino Plaza itself.
 * Requirement: Fruitboats running (after you unlock Gelato Beach)

First get the coins in the network of underground tunnels, see the map on the right. There are 98 down there to be exact (plus two 1-Up mushrooms and 3 blue coins).

You can also get coins by spraying open windows, signs, wanted posters. There are a couple of boxes you can smash to get more.

There are a few more in plain sight including a ring of six in the ocean near the beach. Another one is floating under a bridge across the harbor inlet.

Finally, spray or have Yoshi eat the green birds flying around town for even more.

You can actually get unlimited coins here using the following trick. Collect a good number to start, then get one of the other Shines listed on this page. You restart in the Plaza but the coin count remains, so you can collect all the coins over again. This also works if you take the boat to the airstrip and back.

When you've collected 100 coins the Shine appears on a platform out at sea, south of Bianco Square. Swim over to it and use the Rocket nozzle to boost yourself out of the water and up to the platform. If you don't have the Rocket nozzle yet then ride the fruit boats to get to the platform.

title: Super Mario Sunshine/Shine Sprites


text:
Super Mario Sunshine/Blue Coins

Blue Coins are not simply coins that are blue; for every ten that you collect, a Shine Sprite is waiting as your reward. There are many blue coins spread out around the game; you'll find them inside zones and out in the streets of Delfino. There are 240 blue coins to be found throughout the game (20 in Delfino Plaza, 10 in Corona Mountain, and 30 in each of the 7 areas of the game).

Take your hard earned collection to the bear in the boathouse (the portal to Ricco Harbor) to buy Shines with them. You'll need 10 Blue Coins for a single Shine.

Head to one of the following pages for more information on how many blue coins there are in that area and how to acquire them.

 * Delfino Plaza
 * Bianco Hills
 * Ricco Harbor
 * Gelato Beach
 * Noki Bay
 * Pinna Park
 * Sirena Beach
 * Pianta Village
 * Corona Mountain

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

title: Super Mario Sunshine/Blue Coins


text:
Super Mario Sunshine/Enemies

Bee
Bees fly around a beehive, which appear occasionally in the game. They don’t attack unless you get close to the hive. Mario can destroy a hive by spraying it with enough water, but then all the bees inside come out and attack. It’s impossible to defeat bees without Yoshi so it’s ill advised to disturb a hive without him. If you have Yoshi then go ahead with due caution since you generally get a coin for each bee Yoshi eats and a blue coin or 1-up for eating an entire swarm.

Blooper
A white, squid-like creature found in Ricco Harbor. They try to squirt ink on you when you get close but their aim is terrible. You can spray then to make them dizzy for a while, or you can squish it for a coin. In Ricco Harbor ch. 2 and 6 there are colored varieties that have been trained so you can ride them.

Bob-omb
A walking black bomb that appears in Pinna Park and Noki Bay where a Monty Mole throws it at you. They can be stunned by spraying them, this turns them blue and you can then safely pick them up to throw at a nearby enemy. If not stunned they soon start a countdown and explode. The countdown takes longer to begin when stunned.

Boo
A slobbering ghost found in the hotel in Sirena Beach. They can turn invisible and mimic a coin or Shadow Mario. There is a pink variety that turns into a block when sprayed. The white ones can be defeated for a coin by a jump on the head.

Bubba
A fish in Gelato Beach and Noki Bay that will drag Mario under the water when he is swimming. This isn't really dangerous unless Mario is already low on air. Indestructible but there is a glitch when Mario swims while carrying a fruit, the fish will chase him but will not be able to touch him. Look similar to a cheep-cheep.

Bullet Bill
A missile that comes from the cannon operated by a monty mole in Pinna Park or by Bowser Jr. in Corona Mountain. Black ones just explode when they land, but you can spray them in mid-air to get two coins. Purple ones (aka Bull's Eye Bills) will target Mario directly. Their nose blinks red when locked on and they will follow Mario until they collide with something. Spray or jump on them in mid-air for two coins. Gold ones behave like black ones but drop ten coins if sprayed in mid-air.

Butterfly
Tiny and harmless, but you sometimes get a reward if Yoshi eats them. The reward depends on the color: for yellow you get a coin, green a 1-up, and for blue you get a blue coin.

Cataquack
A walking duck that appears in Gelato Beach. They will chase after Mario if he is spotted, and if he gets caught he will get thrown up in the air. The Blue ones do no damage to Mario this way but the red ones do. Spray them or lead them into a dune bud to stun them, you can then bounce on top of them for a coin. They will be destroyed if thrown into the air by a dune bud or if you can lure them into water. Sometimes found sleeping. The plungelo looks similar but is larger.

Chain Chomp
An odd looking creature that looks like a cannon ball with a chain attached and behaves like an unruly dog. It appears in Pianta Village. It cannot be defeated but you can cool it off temporarily and drag it around by the chain. The Chain Chomplet is the puppy version.

Trouter
A leaping fish that appears in Ricco Harbor and Noki Bay. You can spray them away but they immediately reappear. Mostly harmless but they may knock you down if they collide with you. They are very useful in episode 8 of Ricco Harbor.

Egg Koopa
A Koopa that hides in the sand so it look like an egg. Spray them to get them to chase you, the lure them into the open sand and stay in one spot until they try jump on top of you. Dodge this and the monster is stuck on its back in the sand. Jump and pound it while it’s vulnerable. This releases six coins.

Electro-Koopa
A Koopa appearing in Pinna Park and having an abnormally large, electric shell with two electric spikes on their back. They come in different varieties: blue and red. The ones with blue shells wander around on the ground shoot their shells out at Mario when he gets close. If you try to jump on them, you'll be electrocuted. Instead, wait for them to throw their shells, dodge the shell and use FLUDD to shoot water at the vulnerable Electro-Koopa. When the shell returns, the combination of water and electricity will shock the Koopa, releasing three or four coins. Alternatively, wait for its shell to launch so then it can be stomped. The ones with red shells are found climbing on grates and can only be defeated by pounding on the grate from the other side.

They caused a lot of trouble in Pinna Park which caused a lack of visitors. One green one slept on a door at the top of the ferris wheel causing it to spin. If you open from underneath, the green Electrokoopa will fly into the ocean.

Swoopin Stu
A bubble that is spawned by some types of goo and will attack Mario by jumping at him. Spray to destroy or dodge and they leave a spot of goo when they pop. They make an irritating sound before attacking.

Hen
A creature that flies by flapping its ears and drops goo. These appear in Bianco Hills and Pianta Village. Spray to have it drop coins, up to nine. Spray again to get a 1-UP. To defeat, keep spraying until it is driven to the ground, you then get a tenth coin.

Monty Mole
A mole that likes to hijack cannons, appearing as the main enemy in a chapter of Pinna Park and Noki Village. They throw bob-bombs when you get close. They also shoot bullet bills or throw balls of goop depending where you find them. To defeat, throw disabled bob-ombs at them. This produces a shine sprite.

Parrot
A brightly colored bird that flies around and occasionally perches. These are harmless but they drop items if you spray them. Green ones drop gold coins while blue ones drop blue coins and disappear from the game after you collect it. There are also a couple of yellow ones in the game which drop sprites, and a single red one that drops a red coin. Though they fly around quite a bit, an individual bird will only perch in one spot, so learn where these places are and wait nearby for an opportunity to spray them get the items.

Pig Puff
A small creature that has the appearance of a tiny pig and bounces around like a balloon. Pig Puffs will chase Mario when the normal nozzle is equiped, and will latch on to the normal nozzle. Press and hold the R for a couple of seconds and the Pig Puff will swell up and become red. Release R to send it flying! They come in handy in episode 4 of Bianco Hills.

Piranha Plant
A piranha plant that can appear in thick muddy goo in Bianco Hills. Spray to cause them to swell up and explode, releasing three coins.

Plungelo
A larger version of the cataquack that appears on the giant mirrors in Gelato Beach. Spray them until they start to totter at the edge, them pound the opposite edge of the mirror to flip them into the air.

Pokey
A strange, cactus-like creature made of a stack of spiky yellow spheres. They are disguised as regular pink flowers until Mario comes close. They attack by leaning until they hit the ground, this causes them to get stuck for a second and they are then vulnerable to being squished for a coin. For two extra coins, do a back-flip and land on their top segment while they are upright.

Pokey Head
A large, head-only version of a Pokey which hides the same way a Pokey does. These can move by hopping and chase Mario if he gets close. Hop on top for a coin or spray to cause them to collide with a wall for three coins.

Seedy Pod
A blue variety of Mini Pokey which does not come out of the ground. When Mario is near them, they will hide underground, leaving their leaves exposed so they can shoot seeds at Mario. Spray them from a distance to stun them and then jump on them for a coin.

Sleeping Boo
A large Boo that sleeps in the hotel in Sirena Beach. Harmless unless touched, it block doors and paths that Mario needs to get through. Defeat by having Yoshi eat it.

Yellow Scuddle Bug
A bright yellow scuddle bug that crawls on walls and grates in Ricco Harbor. If on a grate you can defeat them by pounding the other side. Otherwise have Yoshi eat them. Usually drop a blue coin.

Stu
A small, spherical creature with a large nose and polka-dot patterned pants. Usually a simple jump on the head will destroy them; sometimes this yields a coin. Spraying will flip them over and they can then be knocked or sprayed into a wall or off to infinity. There are a number of variations. Strollin' Stu is the most common and will chase Mario and hurt him on contact. Searin' Stu is similar except on fire. To defeat them you first have to put them out by spraying them so that they turn brown. Soarin' Stu has insect-like wings and can fly. They can steal Mario's hat and he takes damage every few seconds until he gets it back. To kill these, spray them to the ground and jump on their heads.

Skeeter
These are insects that skim the top of a pond like a water strider, appearing on the lake in Bianco Hills. These occasionally disappear when they hit the shore, but otherwise they are impossible to get rid of unless you have Yoshi eat them. Spraying them will stun them for a few seconds, you can then jump on top to bounce high in the air.

Wind elemental
A living whirlwind that attacks with a blast of air. These mysterious monsters inhabit high places. You can spray them away but it may be easier to dodge their attack. To do this, listen for the sound they make just before they strike and jump. Can be eaten by Yoshi for a coin.

title: Super Mario Sunshine/Enemies


title: File:Smwmariofront2.gif


text: File:FLUDD.jpg

title: File:FLUDD.jpg


text:
Writing Adolescent Fiction/Dialogue

Young people tend to speak differently from adults, and the particular language used by teenagers changes very quickly especially in the Internet age. YA writers have to strike a balance between writing characters who speak like teenagers while also not overusing or misusing slang. Seek out content created by and for teenagers to get a read on how young people actually speak.

title: Writing Adolescent Fiction/Dialogue


text:
Haloo, Jonatan!

A Lingwa de Planeta (Lidepla) translation of Salute, Jonathan!

Learn Lidepla naturally through comprehensible input and TPR Storytelling.

Chapters

 * Chapter: 1
 * Chapter: 2
 * Chapter: 3
 * Chapter: 4

title: Haloo, Jonatan!


text:
Haloo, Jonatan!/Chapta 1

Kontenas - Chapta 1 - Chapta 2 - Chapta 3

Un-ney mey (1 mey)
Man stan in urba. Man skribi deykitaba. Man vidi urba.

Ob man stan in urba? Ya, lu stan in urba.

Ob man stan in...man? Non, lu bu stan in man. Lu stan in urba.

Ob man stan in tren? Non, lu bu stan in tren. Lu stan in urba. Man stan in urba.

Ob man skribi deykitaba? Ya, lu skribi deykitaba.

Ob deykitaba skribi man? Non, deykitaba bu skribi man. Deykitaba bu skribi. Man skribi. Man skribi deykitaba.

Ob urba vidi man? Non, urba bu vidi man. Urba bu vidi. Man vidi. Ob man vidi urba? Ya, man vidi urba.

Wo stan man? Lu stan in urba. Kwo man skribi? Lu skribi deykitaba. Kwo man vidi? Lu vidi urba. Lu stan in urba, e lu skribi deykitaba, e lu vidi urba.

Ob man stan in deykitaba? Non, lu skribi in deykitaba. Ob man vidi man? Non, lu bu vidi man; lu vidi urba.

Man es gran. Man es hao, e man es intele. Lu dumi. Lu dumi om urba. Lu dumi: “Kwo es urba? Ob urba es hao? Ob urba es gran?”

Ob man skribi urba? Non, lu bu skribi urba; urba es gran. Lu skribi deykitaba; deykitaba bu es gran.

Ob deykitaba dumi om man? Non, deykitaba bu dumi. Man dumi. Lu dumi om deykitaba, e dumi om urba.

E lu skribi in deykitaba. Lu skribi om urba. Lu skribi: “ urba es hao, e urba es gran.”

Lu dumi: “urba es hao”; lu dumi ke urba es hao. Lu dumi: “ urba es gran”; lu dumi ke urba es gran. Lu dumi om urba, e lu dumi om  deykitaba.

Kwo es deykitaba? Deykitaba es wo man skribi; lu skribi in deykitaba. In deykitaba, man skribi om urba. In deykitaba, man bu skribi om tren; man stan in urba, bu in tren. Lu bu dumi om tren; lu dumi om cité, urba Munih.

Kwo es urba? It es Munih. Wo es Munih? It es wo man stan. Wo es man? Lu es in Munih.

Ya, Munih es gran urba, e hao urba. Lu dumi ke Munih es hao urba, e lu dumi ke it es gran urba. Man es intele. Lu shwo: “Haloo, Munih!” Lu es hao man!

Man stan e dumi: “Wo es tren?” Lu vidi...lu vidi tren! Lu dumi: "Tren!" Nau lu bu dumi om deykitaba e bu dumi om urba; lu dumi om tren!

Dwa (2) zwo-wordas

 * zwo-wordas in i: skribi, dumi, vidi
 * otre zwo-wordas: stan, shwo, es

ob

 * ob = ?
 * Man stan in urba.
 * Ob man stan in urba?

-ney

 * un = 1
 * un-ney
 * dwa = 2
 * dwa-ney
 * tri = 3
 * tri-ney

 * Mey 2019 es 2019.05.
 * Un-ney mey es 2019.05.01.
 * Dwa-ney mey es 2019.05.02.
 * Tri-ney mey es 2019.05.03

om

 * Man dumi om Munih.
 * Man skribi om Munih.
 * Man skribi: "Me vidi tren!" Lu skribi om tren.

Lexikon

 * hao: 👍
 * urba 🏙
 * es
 * ob (?)
 * gran
 * in
 * it
 * intele 🧠
 * deykitaba 📝
 * man 👨🏻
 * non ↔ ya
 * dumi: 💭
 * om
 * ke
 * kwo
 * haloo 👋
 * skribi 🖋
 * stan 🧍
 * tren 🚂
 * wo 🗺 🤷♂
 * un = 1
 * vidi 👀
 * shwo 🗣
 * nau

|1

title: Haloo, Jonatan!/Chapta 1


text: File:Mario Sunshine box art.jpg

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Template:Pokémon Index List

Ability | Alphabetical | Egg Group | Evolution | Gender | Moves | National | Japanese | Type Alola | Fiore | Galar | Hoenn | Johto | Kalos | Kanto | Kitakami | Orre | Paldea | Sinnoh & Hisui | Unova & Blueberry /Templates

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Pokémon/Pokédex/Types

Each Pokémon has one or two types, and each move has a type. Every move would effect most Pokémon the normal amount, but some types would be "weak" to it, i.e it would do twice the amount of damage, and other types would be "resistant" to it, i.e the move would only do half the damage. Note that if the move is strong enough, even half of it can be very powerful. Then a few types were "immune" to specific types, i.e moves of that type wouldn't damage them.

If a Pokémon has two types, things get more complicated. What happens is that each type is effected separately by the move, and the results are multiplied. So if one type is effected normally by the move, ignore it. If one type is immune to the move, ignore the other one. If both types are weak, the move does 4 times the damage. If both types are resistant, the move does a quarter damage. And if one type is weak and the other is resistant, they cancel each other and the Pokémon is effected normally.

Pokémon by type

 * Grass-type Pokémon
 * Fire-type Pokémon
 * Water-type Pokémon
 * Bug-type Pokémon
 * Normal-type Pokémon
 * Steel-type Pokémon
 * Ghost-type Pokémon
 * Psychic-type Pokémon
 * Dark-type Pokémon
 * Dragon-type Pokémon
 * Electric-type Pokémon
 * Fighting-type Pokémon
 * Ice-type Pokémon
 * Fairy-type Pokémon
 * Poison-type Pokémon
 * Rock-type Pokémon
 * Ground-type Pokémon
 * Flying-type Pokémon

Unused types

 * Bird type - Included in the first games, this type is only used by the glitch Pokémon Missingno.

title: Pokémon/Pokédex/Types


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Pokémon/Pokédex/Types/Bug

There are 36 Bug Pokémon. Of these, 12 are first generation, 10 are second generation and 14 are third generation.

Of the 36 Bug Pokémon, only 9 are pure Bug. The other 27 are Flying(8), Poison(8), Rock(3), Grass(2), Steel(2), Fighting(1), Ground(1), Ghost(1) and Water(1).

Changes in Type Matching from first generation to second
Poison moves on Bug: X1

title: Pokémon/Pokédex/Types/Bug


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Pokémon Ruby and Sapphire/Walkthrough/Petalburg Area

Route 102
Along this route, you will want to catch Ralts (Which is hard to find), {{{2} and Surskit (which is very rare).

In the first patch of grass, there are no trainers. Before the second, you will face:

Continue along the path, and face:

To the south of that last trainer, you will find a Potion.

Continue to the west from the trainer, and you will enter Petalburg City.

Petalburg City
Go to the gym, and talk to the person there. This person is your father. While you talk to him, someone else comes in and asks for a Pokémon. This person is Wally, the kid from next door. Your father lends him a Zigzagoon, and sends you with Wally. Wally catches a Ralts, and then returns with you to the gym.

Route 104 and Petalburg Woods
Head to the west. As soon as you can, turn south and go down the stairs. You are now on the beach. If you want, you can face the trainer who is walking:

In the grass area you've just went around, you can catch Taillow and Wingull.

Continue towards the forest. The forest is home to Shroomish and Slakoth. In addition, there are trainers in the forest. The first one is:

Once in the woods, turn to the east. At the end of the path, there is a grassy area with a missing square. Step up to that square (not onto it), and get the item in there by pressing the A button. This is known a a hidden item. Head to the south, and get the item there (a Poké-ball).

Go back to the main entrance of the woods. Head to the west, and face:

Don't forget to pick up the PARLYZ HEAL.

Continue along the path, and then you face:

Next trainer along the path:

North of him, you can find an Ether.


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Pokémon Ruby and Sapphire

Pokémon Ruby is (together with Pokémon Sapphire) the first Pokémon game for the Game Boy Advance. It features greatly enhanced graphics, 135 more Pokémon to catch and train, and an entirely new game world to play in. It was later followed by Pokémon Emerald, an enhanced third version featuring improved graphics and an adjusted main storyline.

Table of Contents

 * /Introduction/
 * Walkthrough
 * Petalburg Area
 * Rustboro Area
 * Dewford Island

title: Pokémon Ruby and Sapphire


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Pokémon Ruby and Sapphire/Walkthrough/Rustboro Area

The end of Route 104
Now you have reached the north end of the woods. Head to the north, towards Rustboro. The person sanding right there will give you TM09 – Bullet Seed. Go to the building right opposite the exit from the woods. Talk to the person at the back of the store, and she will give you the Wailmer Pail. Behind the store, you will find a Potion, a hidden Poké-ball and a hidden Super Potion

Head to the east. The first trainer along the route:

The second trainer along the route:

Head north from her, and face 2 trainers together:

On the south shore after the bridge, you can fight:

Rustboro City
Head into Rustboro City. In the house to the east of the Pokémon Center, you can get HM1 (Cut). The gym is near the north end:

 The gym has the following trainers:

Then it's time to face the leader:

The Stone Badge allows you to use Cut (HM01) out of battle, and raises the Attack power of your Pokémon.

Route 116
Along this route, you can catch Nincada, Skitty, Taillow and Whismur.

Leave the gym, and head to the west. Someone from Team {{{2} will be running off with some goods from Devon.

Go east along the path which is north of the gym. You will be asked to recover the goods from Devon.

Continue along the route. Soon there will be a fork in the road. If you take the north fork, you can fight: If you take the south fork, you can face:

(You can go back and take the other fork, or go forwards and go back along the other fork.)

On the south fork, you can find a Repel.

After the two forks meet again, right before the grass, you will face:

At the end of the grass, there is a hiker:

At the end of the path there are stairs onto a mountain and a cave into the mountain. Go up the stairs and get the X Special.

Rusturf Tunnel
Go into the cave. At the entrance, someone complains that Peeko was stolen from him.

Go up the stairs to get the Poke-ball. Go down one staircase, and walk up to the {{{2} person who is standing next to a Wingull:

The {{{2} person gives you the goods, and then leaves the cave. The person from the entrance comes and gets his Wingull, Peeko, and goes to the cottage to the south of the woods.

Finish up in the Rustboro area
As soon as you go back to Rustboro City, on your way back in, the person from Devon will stop you. He will ask you to deliver the goods to Slateport City. You will also be given a letter to bring to Dewford Town.

Go to the north of the ledge to the west of the cave. You are on a path with trees to cut down. You will be able to fight: Note that since Whismur's special ability is Soundproof, you can't reduce its Attack with Growl, or harm it with Uproar.

At the end of that path there is an Ether.

Go to the south end of Rustboro City. At the west, go behind the fence. You will find an X Defend.

At the south end of the lake, there is a tree to Cut. Behind it you can find an X Accuracy. At the North end of the woods, there are two trees together. Cut down one of them and go through. A person along the path will give you a Miracle Seed. Continue along the path, and you will find a Great Ball. Jump down the ledge, and head to the west. You will find an X Attack.


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Pokémon Red and Blue

Pokémon Red and Blue were the original releases of the Pokémon RPG games for the Game Boy, and are some of the best-selling games of all time. They were released in Japan in 1996. The Japanese versions were Pocket Monsters: Red and Green. Later that year a third version with improved graphics, Pocket Monsters: Blue Version, was released. The international Pokémon Red and Blue Versions were later released both using the game engine of the Japanese Blue Version but featuring the exclusive Pokémon of the Japanese Red and Green Versions respectively.

Both games are independent from one another and feature the same story, the only difference being which wild Pokémon species are present in the game. A digital re-release of Pokémon Red and Blue was launched on February 27, 2016 in the Nintendo 3DS e-Shop, for Pokémon's 20th anniversary of the original Japanese launch of the series on the original Game Boy.

While both games are able to be completed independently, gamers must trade between the versions in order to collect all of the Pokémon and complete the Kanto Pokédex.

Story/Blurb
''Become the greatest Pokémon trainer in the world today! Start your Pokémon Game Boy adventure by choosing a Pokémon at the home of the great Professor Oak, then start your journey to be the greatest Pokémon master!''

''Your mission: Beat the Elite Four and become the Kanto Region's Pokémon Champion, and catch all 151 species of Pokémon. To complete both tasks, you must train your Pokémon, as well as use them to capture other Pokémon. Along the way, many skilled trainers, such as your rival (known as Gary in the TV show, and Blue in the games), Gym Leaders, members of Team Rocket, and many others will challenge you to Pokémon battles. You can't back down, so be ready for anything!''

''Pokémon share many similarities to the animals that we know, but there are fundamental differences you must keep in mind on your Pokémon Journey. To become the Pokémon Champion and collect all 150 species, you'll need to train captured Pokémon so they evolve. For instance, a captured Caterpie will evolve into a Metapod, which will then turn into a Butterfree. Each transformation adds more power to the Pokémon-giving you more power to defeat and capture other Pokémon. Some Pokémon cannot be caught in the game without cheating or trading. For example, Growlithe can only be caught in Pokémon Red, whereas Meowth can only be caught in Pokémon Blue. There are also Legendary Pokémon that can only be encountered once.'' (Newer Pokémon from Generation 2 and later do not appear in this game.)

Now, go out and become a Pokémon Master!

Contents
Note that the • symbol will be used in place of the in-game currency symbol, which cannot be typed.
 * /Introduction/
 * /Gameplay/
 * /Version Differences/

Walkthrough

 * /Starting out/
 * The Boulder Badge
 * The Cascade Badge
 * The Thunder Badge
 * To Lavender Town
 * The Rainbow Badge
 * Team Rocket’s Hideout
 * Pokémon Tower
 * To Fuchsia City
 * The Soul Badge
 * Saffron City
 * Cinnabar Island
 * Legendary Hunting (optional)
 * The final Gym Badge
 * Victory Road
 * The Elite Four
 * Unknown Dungeon

Appendices

 * /Encounter Rates/
 * Trainer Listing
 * The Safari Zone

title: Pokémon Red and Blue


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Pokémon Red and Blue/Starting out

Kanto
The adventures in Pokémon Blue take place in the land of Kanto. This includes many cities and routes that the trainer must visit.

Beginning the game

Choose the New Game option in the menu which appears after the presentation. After setting your and your opponent's name, the game shall begin with you appearing in your room in Pallet Town. The first thing to do is to withdraw the Potion which you shall find stored in your computer.

After that, it's time to go! Explore Pallet Town a bit and you'll find your house, your rival's house and Professor Oak's lab.

Professor Oak's not in his lab, so you'll have to go to look for him somewhere else. The water-barred route to the south is not an option, so the only choice is to go north.

Once you step on the grass, Professor Oak shall appear yelling at you how dangerous is the path to the north, and he'll bring you to his lab, where his grandson (your rival) is awaiting. After a bit of talk, he'll grant you the chance to choose between one of the three starter Pokémon of this game: Charmander, Squirtle and Bulbasaur.

 * Charmander has the strongest Attack and Speed of them. By contrast, his defence is weak.
 * Squirtle has the greatest level of defence. It also learns the best variety of attacks. Nevertheless, it is quite slow.
 * Bulbasaur is the best with Hit Points and Special Attack. On the other hand, it learns few good attacks by itself.

Route 1
After defeating your rival, you can leave Pallet Town by heading north. This will bring you to Route 1, the first of many numbered Routes that connect the cities and towns in Kanto. Travel north, zig-zagging left and right as you go. Route 1 is home to a number of ledges: small cliffs that you can jump over if moving south, but not if heading north.

Route 1 will where you will see (and walk through) your first patches of tall grass. The most common way of encountering wild Pokémon is through walking through tall grass. When you are standing inside the grass, the game will check for the chance of an encounter every step you take. Unfortunately, you have no Pokéballs right now, so you cannot catch any of the Pokémon you meet. The Pokémon you will encounter in this and other Routes are listed in a separate section.

The first man you see on this Route will give you a Potion if you talk to him.

Viridian City
This is the first urban area you will enter after leaving Pallet Town. The first building you will come to will be a Pokémon Center. Northeast of the Pokémon Center is the Pokémart. Usually a Pokémart would sell you goods like Pokéballs or recovery items. However, the first time you talk to the proprietor, he will give you a package to deliver to Professor Oak. Until the package is delivered, he will sell you nothing.

If you continue north of the Pokémon Center, you will eventually run into a man who has fallen down, in a rather inconvenient place. You cannot proceed north past this area at this time. To the west you will find Route 22, but since you still can’t catch any Pokémon, there is little reason to go there.

Next to the pond you will find an object that looks like a tree with two branches. This is a Cut tree, sometimes referred to as a bush. Until later in your adventure, Cut trees are impassible obstacles. If you search the town, you can find a back pathway that dead-ends at another Cut tree. However, when you reach the end, you will see a Pokéball on the ground. This is an item. Examine it (face it and press A), and you will find that it is a Potion, now yours to keep.

The Pokémon Center
A Pokémon Center is a very useful place. If you enter the Pokémon Center and talk to the first attendant (closest to the entrance), she will heal all your Pokémon for you, for free. Your Pokémon will no longer be fainted, will all have full HP, and will also have full PP (a statistic that controls how much you can use a single move in battle). You can do this any time you wish.

Return to Pallet Town
This is as far as we can go towards our adventure at this point. Talk to the man in the Pokémart to receive Professor Oak’s package, then return south to Pallet Town, back down Route 1. When you give the package to the Professor, your rival will enter. However, he is not interested in battling this time. Professor Oak will give him, and you, a Pokédex. The Pokédex contains a screen for each and every Pokémon in existence. (In this game, there are 151.) However, until you catch the Pokémon, its page will not appear. Completing the Pokédex is one of the things you can do after you beat the game, but since that there are some Pokémon that don’t exist in a game. You will need to trade (using a Game Boy Link Cable) with another copy of Pokémon Red and Blue that has caught one of these Pokémon. Some Pokémon, namely the starter Pokémon and their evolutions, cannot be caught at all save for the one you received when you began your adventure.

At this point, Professor Oak will now give you five Poké Balls. Now that you have these, you can catch the wild Pokémon you meet, not just battle them.

Before you leave Pallet Town, enter your rival’s house (due north of Professor Oak’s lab). Inside you will find your rival’s sister. If you talk to her, she will give you the Town Map. This item displays a map of the Kanto region (the same one listed at the top of this page, in fact) and lists your current location.

title: Pokémon Red and Blue/Starting out


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Pokémon/Pokédex/Missingno.

Description
Missingno. is not an official Pokémon. However, it can be found in some early games via glitches. It's appearance may vary, but is typically incoherent.

Type Matching
Bird-Normal. This is not a typo - the Bird type was removed from implemented Pokémon in the final game in favor of the flying type, with old data left intact.

TM/HM

 * RB/Y: Cut, Fly, Mega Punch, Razor Wind, Swords Dance, Mega Kick, Toxic, Take Down, Double-Edge, Bubblebeam, Submission, Seismic Toss, Thunder, Fissure, Teleport, Rest, Thunder Wave, Tri-Attack

Trading Cards

 * None

Etymology
Missingno. is simply a shortened form of the words Missing Number. Unlike other Pokémon, there isn't meant to be a particular meaning behind it beyond being an error message.

title: Pokémon/Pokédex/Missingno.


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Pokémon Ruby and Sapphire/Walkthrough/Dewford Island

Go into the house to the south of Petalburg Woods. Talk to the person there, and tell him to bring you to Dewford. Head north along the shore, and face:

And after him, face:

You are now next to Granite Cave. Go into the cave. In this cave, you can catch Geodude, Zubat, Makuhita, Aron and {{{2}.

Talk to the person there. He will give you HM5 (Flash). Continue along the route. Pick up the Escape Rope, then go down the ladder. Take one step to the west, and then go north. Head to the east (you will have to move slightly to the north, and later to the south). Go down the ladder. Head to the north. Go along the north wall. Head up the stairs. Go to the east and then up the ladder. Head to the west and up the next ladder. Head to the west end of the cave, and you will see what looks like a way out. Go through. Talk to the person in there. He will give you TM47(Steel Wing). Head out of that room. To leave the cave, jump down the ledges.

 The gym is at the south of the city. It has the following trainers:

Head into the gym. Go straight to the end. Turn to the east and go to the end. Then you must face:

Turn north, and go to the end. Turn west, turn north at the end. If you want, you can turn west again, and face:

Continue north till the end. To the west there is an other optional trainer:

Head to the east. The path turns a bit, until it reaches the leader:

Knuckle Badge allows you to use HM05(Flash) out of battle, and makes all Pokemon up to level 30 obey you.

In the house to the north of the ship dock, talk to the person on the right; he will give you a Silk Scarf. The person to the east of the gym will give you an Old Rod.

{{bookcat}}


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Pokémon/Pokédex/Types/Dark

There are 16 Dark Pokémon. Of these, 6 are second generation and 10 are third generation.

Of the 16 Dark Pokémon, only 4 are pure Dark. The other 12 are Grass(3), Water(3), Fire(2), Flying(1), Ice(1), Ghost(1) and Rock(1).

title: Pokémon/Pokédex/Types/Dark


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Pokémon/Pokédex/Types/Dragon

There are 13 Dragon Pokémon. Of these, 3 are first generation, 1 is second generation and 9 are third generation.

Of the 13 Dragon Pokémon, only 4 are pure Bug. The other 9 are Flying(4), Psychic(2), Ground(2) and Water(1).

The type matching of the Dragon type hasn't changed, nor has the type matching of Flying, the only co-type of Dragon in the first generation Pokémon.

title: Pokémon/Pokédex/Types/Dragon


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Pokémon/Pokédex/Types/Electric

There are 21 Electric Pokémon. Of these, 9 are first generation, 8 are second generation and 4 are third generation.

Of the 21 Electric Pokémon, 16 are pure Bug. The other 5 are Water(2), Steel(2) and Flying(1).

The type matching of the Electric type hasn't changed, nor has the type matching of Flying, the only co-type of Electric in the first generation Pokémon. However, Magnemite and Magneton gained the Steel type, which changes their type-matching information. For type matching information on them for Red/Blue/Yellow, use the "Pure Type" line only.

title: Pokémon/Pokédex/Types/Electric


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Pokémon/Pokédex/Types/Fighting

There are 18 Fighting Pokémon. Of these, 8 are first generation, 3 are second generation and 7 are third generation.

Of the 18 Fighting Pokémon, 11 are pure Fighting. The other 7 are Fire(2), Psychic(2), Grass(1), Water(1) and Bug(1).

title: Pokémon/Pokédex/Types/Fighting


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Template:PokémonNext

National Pokédex: ← |  |  → /Templates

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Pokémon Trading Card Game/Basics

Equipment
The Pokémon Trading Card Game consists of the following types of cards:
 * Pokémon Cards - these are cards representing Pokémon. They are further divided according to their stage of evolution.
 * Trainer Cards - these are cards representing various card actions.
 * Energy Cards - these are cards representing attack power.

A Pokémon card consists of several sections:
 * If the card is an evolved Pokémon, there is an indication of which card it evolves from. If the card is a Baby Pokémon, there is an indication of which Basic Pokémon card it evolves to.
 * There may be also one or more attacks. Within each attack there may be an energy cost, a base damage, and additional instructions.
 * There may also be one or more abilities (either Pokémon Powers in older Wizards of the Coast cards or Poké-Powers and Poké-Bodies in newer Nintendo cards) on the card, with instructions on how to activate the ability, or what to do when the ability is activated. Usually Poké-Powers will be negated if a Special Condition is imposed on the card.
 * Near the top of the card, there should be a hit points section, representing the amount of hit points of the Pokémon, as well as its type(s).
 * Near the bottom of the card, there should also be an indication of weakness, resistance, and retreat cost.

There are also three broad categories of Pokémon cards:
 * Pokémon-EX - introduced in the EX Ruby & Sapphire expansion, these are special Pokémon that are more powerful than their normal counterparts, but are excluded from benefits of many Trainer Cards and Pokémon Powers and cause the opponent to draw two Prize cards when it is Knocked Out.
 * Pokémon ☆ - introduced in the EX Team Rocket Returns expansion, these are special Pokémon that have an ability that allows a losing player to catch up. However, there may be only one such card in a deck. These supersede the Pokémon in the Neo Revelation and Neo Destiny sets that had 'Shining' in their names.

There are also several types of Trainer cards:
 * Fossil Trainer Cards - Mysterious Fossil, Root Fossil, and Claw Fossil act as Basic Pokémon that have no attacks. Mysterious Fossil can become an Omanyte, Kabuto or Aerodactyl; Root Fossil will become a Lileep; Claw Fossil will become an Anorith.
 * Pokémon Tools - these are Trainer cards that are attached to a Pokémon. However, only one Pokémon Tool may be attached to any Pokémon at a time.
 * Stadium Cards - these are Trainer cards whose effects are persistent until another Stadium card is played.
 * Supporter Cards - these are Trainer cards that are placed next to the Active Pokémon, played at any time during the turn after being placed, and discarded at the end of a turn. Only one Supporter card can be played on any turn.
 * Technical Machines - these are Trainer cards that give Pokémon additional attacks. They are discarded at the end of a turn.

The basic equipment required for the Pokémon Trading Card game is a deck of 60 trading cards, of which no more than four of the same Pokémon or Trainer cards with the same name are in the deck (even if the cards themselves are not identical). Although primarily designed for two players to compete head to head, the rules can be appropriately modified to incorporate more players.

Setup
Similar to the RPGs, a player's field consists of, besides the obligatory deck and discard pile, a space for the active Pokémon and five spaces for the bench. In double battle variations, two spaces are used for active Pokémon and four are used for the bench.

At the start of play, each player draws seven cards to form a hand, and must place a Baby or Basic Pokémon, or a Fossil Trainer card face-down in the active Pokémon space. If a player has more Baby or Basic Pokémon, they may place them face-down on the bench. If a player is without a Baby or Basic Pokémon (or a Fossil Trainer card, but not the Clefairy Doll), the hand is shuffled back into the deck, and a new one is drawn. However, the opponent is entitled to draw an extra card (this process is repeated until both players have active Pokémon). If neither player has Baby or Basic Pokémon, nor Fossil Trainer cards, neither are entitled to draw extra cards. Each player must also set aside the top six cards from their deck, known as the prize cards.

When all this is done, all of the Pokémon in play are flipped face up, and the game begins in earnest.

Gameplay
At the start of each turn, except for the first player on their first turn (starting with EX Ruby & Sapphire), a player must first draw a card. If the deck is empty at the start of their turn, the player immediately loses. A turn is divided into several phases:

Main Phase
After drawing a card, the player may do any or all of the following:

 * As long as there is an empty space on the bench, a player may place a Baby or Basic Pokémon, or a Fossil Trainer card there. Under normal circumstances there are five spaces on the Bench in a single battle and four in a double battle or in an earlier-standard single battle in which Narrow Gym is in play.
 * If a player has an evolved Pokémon card in their hand and the corresponding pre-evolved Pokémon card in play, the player may evolve the Pokémon by placing the evolved Pokémon card in the same space as the corresponding pre-evolved Pokémon card. However, Pokémon may not evolve on the first turn, nor may Pokémon evolve in the same turn that the pre-evolved form was played.
 * A player is entitled to play as many Trainer cards as they wish. The directions on the card are followed, and the card is discarded (unless otherwise indicated).  However, note the following restrictions:
 * Only one Supporter card may be played per turn.
 * With the EX Ruby & Sapphire expansion, only one Stadium card may be played per turn (although it would make no sense to play more than one Stadium card before anyway)
 * With the EX FireRed & LeafGreen expansion, the player moving first may not play Supporter cards on their first turn.
 * If a player has an Energy card in their hand, they may attach the Energy card to any of the Pokémon in play. This can only be done once per turn, unless otherwise indicated.
 * A player is also entitled to retreat their active Pokémon and switch it with a Pokémon on their bench. To do so, the Pokémon must pay a retreat cost by discarding the appropriate amount of energy, as indicated on the Pokémon card.  This can only be done once per turn.
 * A player may also activate the abilities (either the Pokémon Powers of earlier cards or the Poké-Powers and Poké-Bodies of newer cards) of any of their Pokémon in play.

Attack Phase
After the main phase, a player may choose to use their Pokémon to attack an opposing active Pokémon. To do so, it must have enough energy cards to satisfy the energy requirements of the attack, as indicated on the attack. If the defending Pokémon is a Baby Pokémon, a coin is flipped before anything else is done, and if it lands tails, the attack phase ends. Otherwise, the attack is performed. The turn immediately ends after the attack phase.

Many attacks do damage to the defending Pokémon. In this case, the damage is applied against the opposing Pokémon's hit points. To keep track of the amount of damage a Pokémon has accumulated, damage counters are used, with each damage counter representing ten hit points of damage to the Pokémon.

Weakness and Resistance
When damage is applied against a defending Pokémon, the type of the attacking Pokémon is compared to the type of the defending Pokémon. If the attacker's type is listed among the defender's weaknesses, the amount of damage applied is doubled. However, if the attackers' type is listed among the defender's resistances, the amount of damage applied is reduced by 30 points (ie. three damage counters). (Resistance will be 10 in an earlier-standard battle in which Resistance Gym is in play.) If the attacker is of more than one type, all of the types are compared. Thus, it is possible that the defender is weak to one of the attacker's types while resistant to another, in which case the weakness is applied before the resistance.

A Pokémon that receives collateral damage from an attack will never have weakness or resistance applied to it. However, weakness and resistance are considered when collateral damage from a failed attack as a result of confusion is done in an earlier-standard battle.

Status Effects
Some attacks may also have additional directions, in which they are followed. Among the most common of these directions is to inflict a status effect on a Pokémon. Status effects are automatically removed if the Pokémon is moved to the bench.

There are five main status effects:
 * Burn: A Pokémon that is burned is indicated by the presence of a burn counter. At the end of each turn, a coin is flipped.  If it lands tails, the Pokémon receives 20 damage (two damage counters).  As this is collateral damage, no weakness or resistance is applied.  A Pokémon may not be "doubly burned" - no more than one burn counter may be placed on a Pokémon, and no more than 20 damage is applied from burn damage unless stated so by the attack or pokebody of the attacking pokemon.
 * Confusion: A Pokémon that is confused is indicated by turning the card upside-down. When a confused Pokémon attempts to attack, a coin is flipped.  If it is heads, the attack proceeds as normal, and if it is tails, the attack fails, and the active Pokémon receives 30 damage (20 before the EX-series expansions) instead.  The damage from a failed attack is considered collateral damage: no weakness or resistance is applied.
 * Paralyze: A Pokémon that is paralyzed is indicated by turning the card sideways. Paralyzed Pokémon may not attack or retreat during their next turn, after which the Pokémon automatically recovers.
 * Poison: A Pokémon that is poisoned is indicated by the presence of a poison counter. At the end of each turn, the Pokémon receives 10 damage (one damage counter).  As this is collateral damage, no weakness or resistance is applied.  A Pokémon cannot be "doubly poisoned" - no more than one poison counter may be placed on a Pokémon, and no more than 10 damage can be applied from poison damage unless stated so by the attack or pokebody of the attacking pokemon.
 * Sleep: A Pokémon that is asleep is indicated by turning the card sideways, in the opposite direction of the direction of paralysis (such a direction is determined by convention). Sleeping Pokémon may not attack or retreat during its turn.  At the end of each turn, a coin is fliped, and if it lands heads, the Pokémon wakes up.

A Pokémon may only be affected by one of consuion, paralysis, or sleep at a time. If a confused, asleep, or paralysed Pokémon is inflicted with another of these three status effects, the new effect replaces the old one. A Pokémon inflicted with any status effect may not use any abilities other than Poké-Bodies unless stated so.

Knockouts
When a Pokémon runs out of hit points, the Pokémon is knocked out, and the Pokémon, and all of its associated cards, are discarded. When a Pokémon is knocked out, the attacker may choose any prize card and add it to their hand. A player wins if all of the prize cards are taken. It is possible for two or more Pokémon to be knocked out at once, and it is also possible for two players to take their last prize cards at the same time. In this case, the match goes into overtime, where the next knockout determines the winner.

If a Pokémon-EX is knocked out, two prizes are collected. If a Fossil Trainer card is knocked out, no prizes are collected.

Whenever a player's active Pokémon is knocked out, it is replaced with any Pokémon from the bench. If a player does not have any Pokémon on their bench when their active Pokémon is knocked out, the player automatically loses.

Energy costs
A series of type icons indicate the various energy costs throughout the game. For energy costs to be fulfilled, a player must have the appopriate energy cards, which provide the desired energy. There are several types of basic energy, one corresponding to each icon (except the colorless icon). These match their corresponding icons. Any energy card will match colorless icons. For example, on the EX Delta Species Latias δ, 1 Lightning Energy, 1 Metal Energy, and three other Energy of the player's choosing (1 if Delta Aura is in effect) are required to use Extra Crush (the requirement that your opponent have Pokémon-ex in play notwithstanding). For other types of energy, directions on the card will indicate the types of icons they match, as well as any effects of the Pokémon who have them.

Note that there may be cases where energy must be discarded, but a combination of energy cards will exceed (and not exactly match) these conditions (for example, discarding a single energy but only double energy cards are attached). In this case this will suffice.

Double Battles
In a double battle, two Pokémon are active, while four remain on the bench. There is one additional rule in double battles: during a double battle, both active spaces must be occupied to the best of the player's ability (thus, a player with two active Pokémon and an empty bench does not automatically lose if one is knocked out - but will if both are knocked out). No other rules change, including the one-energy and one-retreat limitation.

title: Pokémon Trading Card Game/Basics


text: Category:Book:Pokémon Trading Card Game

title: Category:Book:Pokémon Trading Card Game


text:
Pokémon Trading Card Game/Base Set

Base set is the first set of the Pokémon TCG. The first print was released on January 9th, 1999 in the United Stares and would have three more printing. This set contains 102 cards.

Trading Card List:
 * 1) Alakazam
 * 2) Blastoise
 * 3) Chansey
 * 4) Charizard
 * 5) Clefairy
 * 6) Gyarados
 * 7) Hitmonchan
 * 8) Machamp
 * 9) Magneton
 * 10) Mewtwo
 * 11) Nidoking
 * 12) Ninetales
 * 13) Poliwrath
 * 14) Raichu
 * 15) Venusaur
 * 16) Zapdos
 * 17) Beedrill
 * 18) Dragonair
 * 19) Dugtrio
 * 20) Electabuzz
 * 21) Electrode
 * 22) Pidgeotto
 * 23) Arcanine
 * 24) Charmeleon
 * 25) Dewgong
 * 26) Dratini
 * 27) Farfetch'd
 * 28) Growlithe
 * 29) Haunter
 * 30) Ivysaur
 * 31) Jynx
 * 32) Kadabra
 * 33) Kakuna
 * 34) Machoke
 * 35) Magikarp
 * 36) Magmar
 * 37) Nidorino
 * 38) Poliwhirl
 * 39) Porygon
 * 40) Raticate
 * 41) Seel
 * 42) Wartortle
 * 43) Abra
 * 44) Bulbasaur
 * 45) Caterpie
 * 46) Charmander
 * 47) Diglett
 * 48) Doduo
 * 49) Drowzee
 * 50) Gastly
 * 51) Koffing
 * 52) Machop
 * 53) Magnemite
 * 54) Metapod
 * 55) Nidoran (Male)
 * 56) Onix
 * 57) Pidgey
 * 58) Pikachu
 * 59) Poliwag
 * 60) Ponyta
 * 61) Rattata
 * 62) Sandshrew
 * 63) Squirtle
 * 64) Starmie
 * 65) Staryu
 * 66) Tangela
 * 67) Voltorb
 * 68) Vulpix
 * 69) Weedle
 * 70) Clefairy Doll
 * 71) Computer Search
 * 72) Devolution Spray
 * 73) Imposter Professor Oak
 * 74) Item Finder
 * 75) Lass
 * 76) Pokémon Breeder
 * 77) Pokémon Trader
 * 78) Scoop Up
 * 79) Super Energy Removal
 * 80) Defender
 * 81) Energy Retrieval
 * 82) Full Heal
 * 83) Maintenance
 * 84) Plus Power
 * 85) Pokémon Center
 * 86) Pokémon Flute
 * 87) Pokédex
 * 88) Professor Oak
 * 89) Revive
 * 90) Super Potion
 * 91) Bill
 * 92) Energy Removal
 * 93) Gust of Wind
 * 94) Potion
 * 95) Switch
 * 96) Double Colorless Energy
 * 97) Fighting Energy
 * 98) Fire Energy
 * 99) Grass Energy
 * 100) Lightning Energy
 * 101) Psychic Energy
 * 102) Water Energy

title: Pokémon Trading Card Game/Base Set


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Pokémon Trading Card Game/EX Ruby and Sapphire

 * 1) Aggron
 * 2) Beautifly
 * 3) Blaziken
 * 4) Camerupt
 * 5) Delcatty
 * 6) Dustox
 * 7) Gardevoir
 * 8) Hariyama
 * 9) Manectric
 * 10) Mightyena
 * 11) Sceptile
 * 12) Slaking
 * 13) Swampert
 * 14) Wailord
 * 15) Blaziken
 * 16) Breloom
 * 17) Donphan
 * 18) Nosepass
 * 19) Pelipper
 * 20) Sceptile
 * 21) Seaking
 * 22) Sharpedo
 * 23) Swampert
 * 24) Weezing
 * 25) Aron
 * 26) Cascoon
 * 27) Combusken
 * 28) Combusken
 * 29) Delcatty
 * 30) Electrike
 * 31) Grovyle
 * 32) Grovyle
 * 33) Hariyama
 * 34) Kirlia
 * 35) Kirlia
 * 36) Lairon
 * 37) Lairon
 * 38) Linoone
 * 39) Manectric
 * 40) Marshtomp
 * 41) Marshtomp
 * 42) Mightyena
 * 43) Silcoon
 * 44) Skitty
 * 45) Slakoth
 * 46) Swellow
 * 47) Vigoroth
 * 48) Wailmer
 * 49) Aron
 * 50) Aron
 * 51) Carvanha
 * 52) Electrike
 * 53) Electrike
 * 54) Koffing
 * 55) Goldeen
 * 56) Makuhita
 * 57) Makuhita
 * 58) Makuhita
 * 59) Mudkip
 * 60) Mudkip
 * 61) Numel
 * 62) Phanpy
 * 63) Poochyena
 * 64) Poochyena
 * 65) Poochyena
 * 66) Ralts
 * 67) Ralts
 * 68) Ralts
 * 69) Shroomish
 * 70) Skitty
 * 71) Skitty
 * 72) Taillow
 * 73) Torchic
 * 74) Torchic
 * 75) Treecko
 * 76) Treecko
 * 77) Wingull
 * 78) Wurmple
 * 79) Zigzagoon
 * 80) Energy Removal 2
 * 81) Energy Restore
 * 82) Energy Switch
 * 83) Lady Outing
 * 84) Lum Berry
 * 85) Oran Berry
 * 86) Poké Ball
 * 87) Pokémon Reversal
 * 88) PokéNav
 * 89) Professor Birch
 * 90) Energy Search
 * 91) Potion
 * 92) Switch
 * 93) Darkness Energy
 * 94) Metal Energy
 * 95) Rainbow Energy
 * 96) Chansey ex
 * 97) Electabuzz ex
 * 98) Hitmonchan ex
 * 99) Lapras ex
 * 100) Magmar ex
 * 101) Mewtwo ex
 * 102) Scyther ex
 * 103) Sneasel ex
 * 104) Grass Energy
 * 105) Fighting Energy
 * 106) Water Energy
 * 107) Psychic Energy
 * 108) Fire Energy
 * 109) Lightning Energy


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Pokémon Trading Card Game/Fossil

Dragonite

 * Type: Colorless
 * HP: 100
 * Retreat: 1 Colorless
 * Weakness: -
 * Resistance: Fighting -30

Pokémon Power: Step In
Before attacking, if Dragonite is on your Bench, you can switch it with your Active Pokémon.

Slam

 * Energy: 4 Colorless
 * Damage: 40x
 * Text: Flip 2 coins. This attack does 40 damage times the number of heads.

title: Pokémon Trading Card Game/Fossil


text: Category:Book:Super Mario Bros. 3

title: Category:Book:Super Mario Bros. 3


text: Category:Book:Metroid

title: Category:Book:Metroid


text: File:Vanilladome.gif

title: File:Vanilladome.gif


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Kirby Super Star/Basic Controls

Walking and Running
Walking and running is very easy. To walk, simply hold the D-Pad in the direction that you wish Kirby to walk. Running, although slightly more complex, is also quite easy. Simply double-tap the D-Pad, holding on the second tap, in the direction that you wish Kirby to run.

Jumping and Flying
Jumping is a simple affair. Simply press the B button to launch Kirby into the air. Flying is to jumping as running is to walking; simply press the B button again while Kirby is in the air to make him puff up and fly. Once Kirby is inflated, tap or hold the B button to increase altitude or press the Y button to cause Kirby to spit out a puff of air and deflate.

Attacking
Kirby has a unique method for dealing with his enemies. He eats them! When Kirby does not have an enemy in his mouth, press and hold the Y button to inhale any enemies that are in front of him. If Kirby has an enemy in his mouth, press the Y button to spit it out at other enemies.

Powers
By pressing Down on the D-Pad, Kirby can swallow his enemies whole! If he swallows certain kinds of enemies, he can gain their abilities. For more information on this phenomenon, consult Kirby Super Star/Abilities.

title: Kirby Super Star/Basic Controls


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Kirby Super Star/Abilities

One of Kirby's moves is eating. That's right. He can eat his enemies. And, not only can he spit them out as projectiles, he can also consume them, causing him to gain their abilities, at the cost of losing the ability to eat more enemies. Even more, you can create a "helper" from your ability, and if you have 2 controllers, play Co-Op!

title: Kirby Super Star/Abilities


text: File:Kirbysuperstartitle.jpeg

title: File:Kirbysuperstartitle.jpeg


text: Category:Book:Kirby Super Star

title: Category:Book:Kirby Super Star


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Kirby Super Star/Samurai Kirby

Samurai Kirby is a mini game in which Kirby is pitted against foes from his past in a game of quick hands. The sound of a paper fan hitting something and exclamation point(s) appearing signifies the start of the battle.

Level 1
The first battle is against Waddle Dee. It is extremely easy to beat, as Waddle Dee takes a very long time to react.

Level 2
The second battle is against Wheelie. It is slightly harder than the previous battle, but gives the player much time to react.

Level 3
The third battle is against Chef Kawasaki. This battle is significantly harder than the last two battles, as it gives you only slight room for error.

Level 4
The fourth battle is against King Dedede. It is the second hardest battle in this mini game by far, as it gives you very little room for error.

Level 5
The final battle is against Meta Knight. This is the hardest battle in the mini game, as the player literally only has a split second in order to strike against Meta Knight.

title: Kirby Super Star/Samurai Kirby


text: Category:Book:Sonic the Hedgehog 2

title: Category:Book:Sonic the Hedgehog 2


text:
Sonic the Hedgehog 2/Cheats

Stage Select
In the options screen play music 19, 65, 09, 17, then press Start. This should return you to the title screen. Hold A and press Start again and a level select menu should appear.

Receive All Chaos Emeralds
In the level select screen, play music 04, 01, 02, 06. 06 will be the sound heard when you receive a Chaos Emerald instead of what it normally is, if the cheat was done properly. Now you may go to any level. To turn into Super Sonic, collect fifty (50) rings and then jump.

title: Sonic the Hedgehog 2/Cheats


text: File:Sonic 2 Stage Select.png

title: File:Sonic 2 Stage Select.png


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Sonic the Hedgehog 2/Emerald Hill Zone

A green island with big fields and beaches and other tropical islands in the distance.

Boss
The boss of this Zone is comprised of a car equipped with a drill bit in front and driven by Dr. Robotnik. After seven hits, Eggman shoots the drill bit at Sonic; one more hit destroys his machine.

title: Sonic the Hedgehog 2/Emerald Hill Zone


text: File:Sonic 2 - Emerald Hill Zone Act 1.PNG


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Sonic the Hedgehog 2/Death Egg Zone

In this zone Sonic must battle against 2 bosses, a silver Sonic robot and Mecha-Robotnik (a giant armored battle suit). There are no rings available and Sonic is alone without Tails for help.

After defeating the bosses Sonic will run out of the exploding Death Egg and skydive back down, and is caught by Tails' plane (unless you have managed to collect all the Chaos Emeralds; in that case Super Sonic flies alongside the plane).

title: Sonic the Hedgehog 2/Death Egg Zone


text: File:Sonic 2 - Death Egg Zone.PNG

title: File:Sonic 2 - Death Egg Zone.PNG


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Sonic the Hedgehog 2/Chemical Plant Zone

A zone themed on a large industrial plant, producing the deadly Megatox compound (the strange pink water).

Boss
The Boss of this zone is a goo shooter piloted by Robotnik. The platforms on the left and right keep disappearing. You will loose if you fall down. Robotnik will suck up water in his machine and when full will aim the bucket at you. Robotnik is vulnerable while he is sucking up the water, however he does it over the disappearing platforms.


text: File:Sonic 2 - Chemical Plant Zone Act 1.PNG


text: File:Sonic 2 - Chemical Plant Zone Act 2 Boss.PNG


text:
Talk:Adventist Youth Honors Answer Book/Recreation/Sailing/Rules of the road

Rule Number 5 boat A has port starboard colors inverted


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Sonic the Hedgehog 2/Aquatic Ruin

An ancient ruin located in a forest valley partially submerged in water.

Boss
Two pillars rise out of the ground trapping Sonic between them. Dr. Robotnik flies above them and hammers them, causing arrows to shoot out from them. Robotnik flies too high to be hit by Sonic, you must stand on the arrows and jump from them to hit Robotnik.

 * Tips:
 * As the pillars rise from the ground, jump on them to reach Robotnik.

title: Sonic the Hedgehog 2/Aquatic Ruin


text: File:Sonic 2 - Aquatic Ruin Zone Act 1.PNG


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Sonic the Hedgehog 2/Hill Top Zone

Hill Top Zone is a dichotomy, featuring both lava-pits and icy elements.

Act 1
Some enemies here are hard to avoid, such as an enemy type that shoots out 4 fireballs.

Act 2
Act 2 plays similar to Act 1, except for the addition of a Boss.

Boss
The boss fight takes place in a lava pit. Here Robotnik shoots the player character with fireballs. Consistant attacks are a good strategy.

title: Sonic the Hedgehog 2/Hill Top Zone


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Sonic the Hedgehog 2/Mystic Cave Zone

Act 1
Jump to dodge the long spiky bricks.

The only badnik you should be worried about is a bug enemy who turns yellow. While this enemy is yellow, it cannot be hit.

Act 2
Act 2 plays similarly to Act 1 except for the boss.

Boss
Dodge spike-like rubble and hit him 8 times to win.

title: Sonic the Hedgehog 2/Mystic Cave Zone


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Sonic the Hedgehog 2/Oil Ocean Zone

Oil Ocean Zone is a zone where Robotnik dumps his oil

Act 1
Watch out for flying sea-horses who shoot plasma at you, and the spikes, and those green things that blow you up to the air

Act 2
Keep moving to avoid drowning in the oil.

Boss
He's easy. All you have to do is hit him frequently and dodge his spiky arm he throws from the oil and a laser that will set the platform you are on ablaze.

title: Sonic the Hedgehog 2/Oil Ocean Zone


text:
Sonic the Hedgehog 2/Metropolis Zone

The longest stage, composed of three acts, as in the first Sonic game. It consists of a mechanical complex or city, with various machinery, gadgets and devices.

title: Sonic the Hedgehog 2/Metropolis Zone


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Sonic the Hedgehog 2/Sky Chase Zone

A stage with no boss, Sonic flies on the wings of the Tornado, piloted by Tails, and defeats badniks while chasing after Robotnik's flying fortress.

title: Sonic the Hedgehog 2/Sky Chase Zone


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Sonic the Hedgehog 2/Wing Fortress Zone

Robotnik's aerial fortress. It is a large stage with weapons, rotors, and the like. Falling off the stage is possible. The boss is a machine on the ceiling that regularly shoots lasers, coupled with three flying spiked platforms. Laser barriers prevent Sonic from leaving the enclosure the fight is in.

title: Sonic the Hedgehog 2/Wing Fortress Zone


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Sonic the Hedgehog 2/Casino Night Zone

A city that never sleeps, full of pinball rooms, flashing lights, and slot machines.

Slot Machine
The slot machines give out different prizes depending on when the reels land (Sonic, Tails, Ring, Bar, Jackpot or Robotnik). In addition, a Jackpot or two can also act as a wild card or wild cards, rewarding rings even though the other reel(s) are not Jackpots. One Jackpot and two icons give out the standard prize, but two Jackpots will double the standard prize for the third icon. A Bar will also give out rings depending on how many there are. Note that in this case, Jackpots only act as doublers in the case of only Jackpots and Bars, i.e., two Bars with one Jackpot is worth 40 rings, and one Bar with two Jackpots is worth 80 rings, but one Bar and one Jackpot is only worth 2 rings.

Boss
Dr. Robotnik tries to defeat Sonic with his neon spike-ball machine.

title: Sonic the Hedgehog 2/Casino Night Zone


text: File:Sonic 2 - Casino Night Zone Act 1.PNG


text: Category:Book:Mario Kart 64

title: Category:Book:Mario Kart 64


text:
Mario Kart 64/Shortcuts

Introduction
There are many shortcuts in Mario Kart 64 that can be used to achieve faster fastlap times (fastest time to complete a single lap) and faster 3lap times (fastest time to complete the entire race). A few shortcuts were intentionally programmed into the game, such as the shortcut in Kalamari desert that involves driving through the tunnel with a star, but most of the shortcuts seem more like glitches and were discovered by "glitch-hunters" trying to find ways to improve their times. Some shortcuts have gone undiscovered for many years and were only discovered recently, and there might be more waiting to be found.

Definition of Shortcut
At the Mario Kart 64 Player's Page, a time trials competition site, shortcuts are considered to be jumping over any walls or fences, or using the assistance of Lakitu in any fashion. A time achieved by cutting across grass or sand, by jumping over unobstructed gaps, or by taking a route intended by the programmers such as the tunnel is Koopa Troopa Beach, is considered to be a non-shortcut time at this site. These are only thought of as "corner cutters" and not real shortcuts. These corner cutters are (will be) explained in the section on Non-shortcut strategies.

In Mario Grand Prix and Versus mode, even more shortcuts can be done because of the possibility of bouncing over walls using shells or by bouncing off of other racers by pressing R as you hit them. Below is a list of all known shortcuts that are possible in time trials mode that haven't been obsoleted yet by a faster and easier shortcut. Click on the names of the courses and watch the videos at SDA's Mario Kart 64 section for more detailed information about the fastest strategies for taking each shortcut.

List of Shortcuts

 * Luigi Raceway - After leaving the tunnel, aim a few bricks to the right of where the brick wall meets the gray wall. Use a mushroom as you leave the road, and press R as you hit the little hill to bounce over the wall.
 * Luigi Raceway - This harder shortcut can be done instead of the previous shortcut to save up to about 3 more seconds. As you leave the tunnel, do a mini turbo into the sand on the left.  If you hit the correct spot, you'll bounce.  Press R as you land from the bounce, and you'll make a second bounce and go over the gray wall.  There are 2 spots you can hit for this to work.  The faster, but harder spot is slightly before the end of the first white line after the tunnel, and the second spot is a few kartlengths after the end of that line.

 * Kalamari Desert - Before the second railroad crossing, go to the left into the sand. After the part where you go downhill and then uphill, use a mushroom and aim towards part of the opposite side of the valley just next to the train tracks.  Press R as you hit the bump, and you'll bounce over the train tracks and back on the road.

 * Toad's Turnpike - Do a left facing slide when the race starts, and hop into the fence on the left a little before the part where the roads overlap. You'll land on the fence and get stuck.  When Lakitu puts you down, start holding A a little before you touch the road so you accelerate faster, and turn right towards the fence.  For a short time after being put down, a glitch prevents you from getting stuck, so now if you hop into the fence, you'll go through it and land on the lower track (or in the water, in which case Lakitu will put you on the lower track if you were close).  Don't try to cut the corner by going through the fence from as early a point as possible, because if you pass over the water as you go from the upper track to the lower track, the next shortcut won't work.
 * Toad's Turnpike - After doing the first shortcut without passing over the water, an even better shortcut becomes possible on the succeeding laps. Hop into the fence on the right shortly after crossing the finish line, and Lakitu will put you on the lower track.

 * Frappe Snowland - When the race starts, turn around and go back to the bridge. Now drive (or hop) from the bridge to the snow on the side of the road (left side is faster, but harder), without the kart ever being completely on the road in front of the bridge.  Drive forward and off to the side, and get stuck in the snow after crossing the extended finish line.  Lakitu will put you back on the bridge or on the spot where the road meets the bridge, and you'll have skipped a lap.
 * Frappe Snowland - This shortcut is useful for fastlap attempts, but not 3lap attempts. First go to the end of lap 1.  Drive into the snow on the left side of the road and get stuck, and Lakitu will put you down shortly before the finish line.  AB spin to the left and use a mushroom.  Because of the glitch discussed earlier, you'll be able to pass farther into the snow without getting stuck.  Aim towards slightly to the right of the peak of the hill, and hop and turn to the left from the hill.  Cross the extended finish line in the air just after hopping off the hill, and Lakitu will put you down just before the end of the lap.

 * Choco Mountain - When you reach the hill about halfway through the lap, do a mini turbo into the wall on the left at or slightly before the top of the hill. Hop as you hit the wall, and you'll bounce over the mountain.
 * Choco Mountain - A few kartlengths after the finish line, face left and use a mushroom. Hop as you hit the wall, and you'll bounce high and land on top of the wall.  Lakitu will put you down in the tunnel.

 * Mario Raceway - When you get to the part with the left turn that leads to the mushroom, drive towards the highest point of the edge of the road instead of following the road. Aim perpendicular to the edge and use a mushroom.  Hop and turn to the right at the last possible moment, and you'll jump over the wall to the right of the wall that meets it.

 * Wario Stadium - When the race starts, drive into the wall on the left at the first small hill, and press R as you hit the wall to bounce over it. Turn around and bounce back over the wall again by pressing R as you hit it.  Make sure that you pass to the right of the finish line pole as you go over the wall, but not too far right or you'll land on the wall.
 * Wario Stadium -This shortcut is less complex as the previous. Instead of turning again, continue the race, and after the part with the sequential bumps, there is the long straight stretch, followed by a red and white arrows sign that is part of the wall, that indicates to turn right. If you look closely at this sign, there are three walls that make it up. there is the one that is in line with the straight stretch you've been driving on, and theres the one that is perpendicular to you, there is a third one also in the middle, like the top of a trapezoid. so as you're driving, turn in to the sign, and you need to make contact with the middle part, perpendicular to it, and press R just as you hit it. you also need to aim your joystick diagonally up and left. you will land at the final stretch to the finish line of the lap.
 * Wario Stadium - This shortcut is another option, if you find the previous one too hard. Continue and go to the big jump, after the jump, you are going down a long straight and would normally take a right, followed by a hairpin turn to the last straight to the finish line. Instead, after the big jump, you notice that there is a wall, with a turning sign like the one in the previous shortcut. Do the same thing (with a boost, if you want) and you'll skip the whole hairpin turn, and land in front of the finish line, and ready to jump the first hill.

 * Royal Raceway - After the first hairpin turn to the right, jump from the edge of the grass on the left side of the road across the river, and hit the mountainside on the right side of the diagonal road. After falling into the water, Lakitu will put you down shortly before the big jump.
 * Royal Raceway - When Lakitu puts you down after doing the first shortcut, start holding A as early as you can without spinning out so you accelerate quickly. Start a left facing slide as you reach the speed boost, and slide off the left edge of the speed boost.  Angle the slide so when you start flying into the air, you'll be aiming a little to the left of where the grass meets the mountainside.  If you hit the mountainside correctly, it will change shape and the part next to the water will become steeper.  Lakitu will put you down on the other side of the water, one left turn away from the finish line.
 * Royal Raceway - This harder shortcut can be done in the same place as the previous shortcut, but for this one, hit the spot where the grass meets the mountainside. Lakitu will put you down just before the finish line, facing diagonally backwards and left.  Usually the lap will end as soon as you're back on the road, but to be safe it's best to press B and down to go in reverse as you touch the road.  This shortcut should only be used during a fastlap attempt or on the last lap of a 3lap attempt, but not on laps 1 or 2 of a 3lap attempt, because having to turn around before continuing the race would make this shortcut slower than the previous one.

 * D.K.'s Jungle Parkway - When the race starts, turn around and go back into the cave. Now aim towards the rock on the left side of the cave.  Drive or hop through the rock and land as far to the right as possible without landing in the water, and you'll cross the extended finish line and be at the end of the lap.  If you aimed too far left, you won't cross the line.  If you aimed too far right, you'll fall in the water, but if you crossed the line you'll be at the end of the lap when Lakitu brings you back to the cave.

 * Yoshi Valley - From in front of the finish line, face left. Use a mushroom and hop and turn left at the edge of the level ground just before the grass starts going downhill.  Hit the dark vertical line on the mountainside that's about lined up with the extended finish line.  You'll be pushed to the left as you hit it, and Lakitu will bring you back to the road at the beginning of the next lap.
 * Yoshi Valley - This shortcut is useful for fastlap attempts, but not 3lap attempts. At the end of a lap close to the finish line, go into the grass on the left and face left.  Triple tap A to accelerate quickly, and press R as you hit the fence to bounce over it.  Hit the mountainside on the left side of the dark vertical line, and you'll cross the extended finish line as you fall.  Lakitu will put you down just before the end of the lap.

 * Rainbow Road - At the beginning of the lap, aim towards the right side of the road. At about the third green tile after the finish line, turn to the left and hop.  You'll keep turning to the left while you're above the road and you'll go over the star fence and land shortly before the spiral.
 * Rainbow Road - This harder shortcut can be done instead of the previous shortcut to save about 9 more seconds. Start out by driving to the left side of the road.  At about the second orange tile after the finish line, turn right.  Then start a left facing slide, and come close close to the fence on the right.  At about the third green tile after the finish line, push the control stick all the way to the left and brake to help turn more sharply.  Hop at the left edge of the road to go over the star fence (this should happen at a red tile), and you'll land just before the end of the spiral.  Watch out for the chomp that's there as you land.

title: Mario Kart 64/Shortcuts


text:
Mario Kart 64/Tactics

In addition to knowing what to do in each course, it's also important to know why you're doing it, so you need a good understanding of the game physics. This will also help you pay attention to little details that you might not have thought about.

Weight Class
The lightweights, Toad, Peach, and Yoshi, are the fastest, have the best acceleration, and slow down the least on offroad surfaces. The three lightweights are identical to each other. Always use one of the lightweights in time trials.

Rocket Boost
Press and hold A just before the light turns blue to get a speed boost at the beginning of a race. To save an extra .01 seconds, start pressing A before Lakitu starts counting down, and just before you would normally press A, let go of A for just long enough that you won't spin out, and then press A again.

Reverse
Press B and down to go in reverse. This is never done except to help position the kart to set up for a fastlap attempt on lap 2.

Spin Turn
Press A, B, and left or right while standing still to quickly spin around. This is only used in some SC races. You can also press diagonally down and left or right while spin turning to do a reverse spin turn, which is useful for some shortcuts.

Turning
Press left or right to turn. Turning normally slows you down, so you should use power slides to go around turns so you can then release a mini-turbo. Turning without power sliding slows you down, so it should be minimized, but sometimes it is needed to make occasional slight direction adjustments when needed. When you do need to turn, you should aways untilt the kart.

Hopping
Press R to hop. Hopping repeatedly is done to go around sharp turns. Hop turns are used occasionally to make slight direction adjustments. Hops are also the start of power slides. You can hop over gaps at corners to save distance. Don't make the mistake of hopping repeatedly on straightaways because it slows you down.

Power sliding
Press left or right and press and hold R to start a left facing or right facing power slide, and then move the stick back in the opposite direction. Each time you move the control stick back and forth, the smoke will change from grey to yellow, and then to red. Slide around turns and corners as tightly as possible, unless specified otherwise.

Mini-Turbos
After changing the smoke of a power slide to red, release the R button to get a speed boost. Mini-turbos should usually be as fast as possible.

title: Mario Kart 64/Tactics


text:
The Final Fantasy Legend

Table of Contents

 * /Introduction/

Gameplay

 * /Gameplay/
 * /Character Types/
 * /Items/

Meta

 * /About/

title: The Final Fantasy Legend


text: File:Final fantasy legend title screen.png


text: Category:Book:The Final Fantasy Legend

title: Category:Book:The Final Fantasy Legend


text: Category:Book:NES & Famicom games

title: Category:Book:NES & Famicom games


text:
Zelda II: The Adventure of Link

Table of Contents

 * Introduction
 * /Intro/
 * /Differences from Zelda I/
 * Plot
 * /Story/
 * Gameplay
 * /Controls/
 * /Walkthrough/
 * /Items/
 * Meta
 * /Releases/
 * /About/

title: Zelda II: The Adventure of Link


text: File:Zelda II box art.jpg

title: File:Zelda II box art.jpg


text: Category:Book:Zelda II: The Adventure of Link


text:
Final Fantasy/Enemies/Arachnid

The Arachnid is a large eight-legged creature related to the Spider. Unlike the Spider, Arachnids are highly poisonous. A bite from one of these creatures may not hurt much initially, but the injected venom is able to kill a full-grown human in about twenty minutes. Arachnids are most commonly found in the forests of Elfland, though have been known to spread to other nearby woods.

Final Fantasy Origins: Tarantula

Return to Enemies Return to Final Fantasy

title: Final Fantasy/Enemies/Arachnid


text:
Final Fantasy/Enemies/Spider

Spiders are eight-legged creatures that attack parties of adventurers in large groups. The most common type is non-poisonous, but there are enough related poisonous species that any warrior bitten by a spider should take precautions as if he had been poisoned. Spiders are found in the forests near Coneria and the Temple of Fiends.

Larger variants of the Spider include the poisonous Arachnid.

Final Fantasy Origins: Black Widow

Return to Enemies Return to Final Fantasy

title: Final Fantasy/Enemies/Spider


text:
Final Fantasy/Weapons/Small Dagger

The Small Dagger is a common weapon that requires very little skill in weaponry to use. However, it is the least powerful weapon. As a result, it is hardly ever wielded by any but the Black Mage, who is unable to use stronger armament. It is a two-edged blade that is primarily intended for stabbing rather than slashing, though it is able to cut in slashing motions as well.

The Small Dagger may be used by:

 * Fighter / Knight
 * Thief / Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Knife

title: Final Fantasy/Weapons/Small Dagger


text:
Final Fantasy/Weapons/Iron Hammer

Iron Hammers are large bludgeoning weapons used in combat by those who are restricted by their religion from using edged arms and by their lack of skill from using nunchaku. They do not required a great deal of talent to use, and the unwieldiness of the hammer means that tactics are limited to simply swinging away and hoping that the hammer hits a foe.

The Iron Hammer is the best starting weapon for the White Mage.

The Iron Hammer may be used by:

 * Fighter
 * White Mage

Final Fantasy Origins: Hammer

title: Final Fantasy/Weapons/Iron Hammer


text:
Final Fantasy/Weapons/Large Dagger

The Large Dagger is a long, deadly knife used primarily as a stabbing weapon. While shorter than all types of swords, the Large Dagger is still a formidable weapon. It is also extremely simple to use, and any warrior that does not have religious objections to the use of such weapons is able to wield a Large Dagger.

The Large Dagger may be used by:

 * Fighter / Knight
 * Thief / Ninja
 * Red Mage / Red Wizard
 * Black Mage / Black Wizard

Final Fantasy Origins: Dagger

title: Final Fantasy/Weapons/Large Dagger


text:
Final Fantasy/Enemies/Green Ogre

Green Ogres are gigantic, powerful monsters. As their name suggests, they are related to the lesser Ogres and possess skin of a nauseating green coloration. Green Ogres are slightly more intelligent than their smaller kin, but still use no tools more complex than a large club fashioned from a tree trunk. Because of their size and ferocity, Green Ogres are considered a threat to civilization, though they are usually not interested in humans unless defenseless wanderers accidentally intrude upon the creatures' stomping grounds. Green Ogres typically do not approach cities, as the large number of human defenders discourages such forays. They have been spotted near Elfland, however.

Final Fantasy Origins: Ogre Chieftain

title: Final Fantasy/Enemies/Green Ogre


text:
Final Fantasy/Enemies/Ogre

The Ogre is a large and fearsome beast. Ogres have purple skin and are many times the size of normal men. They are sapient, but not intelligent to any noticeable degree. They wander the lands of the southern continent, especially near Pravoka and  Elfland, preying on the hapless human who wanders too far from the safety of a city or a large group of friends. Ogres use rudimentary clubs made from rough tree trunks, often with branches only partially snapped off to create a spiked weapon.

Ogres are often seen accompanied by their larger and more powerful cousins, the Green Ogres.

title: Final Fantasy/Enemies/Ogre


text:
Final Fantasy/Enemies/Geist

Geists, undead creatures resembling Ghouls, are partially resurrected monstrosities that exist only to hunt the living. Like their cousins, Geists attack with a freezing touch that paralyzes their prey. As with all undead, Geists are vulnerable to Fire and  Harm, but immune to mental attacks and resistant to  Ice. Geists are found near Elfland, the area east of Pravoka, and around Melmond.

Final Fantasy Origins: Ghast

title: Final Fantasy/Enemies/Geist