Difference between revisions of "Super Mario Sunshine"

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== Speed Techniques ==
 
  
===Running===
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==General Techniques==
  
The fastest way to move across the ground is to spray some water in front of you (or get wet) and dive onto the ground. Some refer to this as a slide. You need a reasonably lengthy piece of real estate to perform this on - it is not useful for very short distances. You can pick up tremendous speed if you hold the joystick full tilt while sliding, rivaling that of the Turbo Nozzle! Practice on Gelato Beach to see how fast it is. This trick applies to several challenges in this game (and, obviously, speed running).
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===Movement===
  
If the space is too short to belly slide, the fastest way to move unaided is to B-dive-and-A-flip (sometimes referred to as BA-flip, or just flip). It's performed just as you read it - dive with the B button and flip-out with the A button. Repeat this dive pattern over and over. The dive-action itself is not very fast, but the flip-action is.
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====On Land====
  
In particular, the flip-action can make Mario run very fast along certain inclines. A good example of this is the final tree trunk in Pianta Village when racing again Piantissimo.
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Water sliding is faster than any other form of movement on land, including the Turbo Nozzle. To do a water slide, either spray water in front of you, dive onto it or jump out of water and dive, or hover just before diving. Holding forward makes you go faster. Because this move takes a little time to set up and isn't conducive to sharp turns, it is often preferable to use dive-flips for shorter distances. A dive-roll out is just what it sounds like: dive and, as soon as you hit the ground, roll out by pressing A. There are a few important things to keep in mind while using this technique. First, Mario rapidly decelerates after landing from the dive, so it's important to roll out as soon as possible to avoid losing speed. Second, there are a few variations on the dive-roll out: you can jump before diving (pressing A and B almost at the same time) and you can hold A while rolling out to do a bigger flip. Testing of these variations reveals that the differences between them are minimal, so which one you should use depends on the situation. For instance, if you need to go a relatively short distance, you might do a basic dive-flip.<br>
  
===Swimming===
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A useful property of the roll out is that if you roll out onto an incline, Mario often runs much faster than usual up the incline. A good place to try this out is the tree with Il Piantissimo's flag in Pianta Village.<br>
  
Several ways to move around quickly while in the water:
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Land Movement Option Speeds are as follows:<br>
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- Water Slide<br>
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- Turbo Nozzle<br>
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- Diving and Rolling Out<br>
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- Jump Diving and Rolling Out<br>
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- Belly Hopping<br>
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- Walking/Running<br>
  
* You can Turbo both on the surface of the water, and also underwater. Quite fast (e.g. coral reef in Gelato). Rocket is also faster than regular swimming.
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====In Water====
* Repeatedly tapping the R and A buttons with the Hover nozzle equipped makes you "glide" along the water. It's faster than regular swimming.
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* The quickest way to swim without the Turbo Nozzle is to perform a series of jump-dives out of the water. You must jump out (vertically), and then dive forward (horizontally). Don't touch the joystick when you're tapping A to jump out, otherwise Mario will swim and not jump. But definitely hold the joystick full tilt when performing the dive, as it will carry you further through the air. This is tricky to understand and get the hang of initially, but is useful for any time you need to move across the surface of the water quickly (e.g. Piantissimo's Surf Swim, and in various locations in a speedrun).
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===Height===
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The fastest way to move in water depends on what nozzle you have. The Turbo Nozzle is, unsurprisingly, much faster than any other method of movement in the water. It can be used underwater. The best known way to cover distance if you have the Hover Nozzle is to jump out of the water and dive repeatedly. Note that you must release the control stick in order to jump. With the Rocket Nozzle, you should use a similar technique, but use a rocket boost before you dive. Another technique with the Hover Nozzle is to repeatedly tap R and A to "glide" along the water, which is faster than swimming normally.
  
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===Jumping===
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<b>Holding A for the duration of a any jump increases the height of the jump, except for a back flip.</b><br>
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The triple jump gives more height than the spin jump and a back flip, which gives more height than the side flip, which gives more height than a regular jump. You can augment the height and distance attained by wall kicks slightly by spinning the control stick just before kicking, giving you a spin jump from your wall kick. Yoshi's spin jump can reach great heights, especially if you flutter, and the additional height from dismounting at its peak lets you reach a few "high" Shines without the Rocket Nozzle.
  
Apart from the rocket nozzle, you can wall kick from many things. A useful trick is to spin jump at a wall and wall kick, giving you extra height. Another useful trick is to spin-jump and spin-wall-kick (just rotate the stick before wall-kicking). Add a hover at the peak of these kinds of jumps to extend your height a little more.
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You can gain extra distance if you dive immediately after jumping (you'll want to press A and B at almost the same time). This technique is helpful whenever you don't have the Hover Nozzle or when you don't have much distance to cover and thus don't want to use the Hover Nozzle. It can be used with regular jumps, double and triple jumps, side flips, and spin jumps.
 
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If you have Yoshi, a spin-jump with Yoshi (holding down the A button to make Yoshi float) can reach great heights, and the additional height from dismounting Yoshi in mid-air at the peak of this jump can reach a few "high" shines without the Rocket.
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===Distance===
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This is a great way to cover large distances unaided. You know how if you press A and B at the same time, Mario performs a belly flop? Try pressing A+B on the third jump of a triple jump - goes far, right? A spin flop is to pretend you're about to do a spin jump, but to press A+B instead of A. The distance and height this move can cover is quite large (you can jump over the river at the start of Bianco Hills). This kind of jump is useful for jumping over gaps if you have no nozzle handy, and during speedrunning for the "old-school" platform levels where Mario automatically loses FLUDD.
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You can also use side flops, where you Side Somersault (reverse direction quickly and jump) and press B simultaneously. This covers almost as much distance as the Spin Flop and is easier to aim.
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===Cleaning Goop===
 
===Cleaning Goop===
  
You probably know that if you hold down R and press A, Mario backflips with a large burst of water. The same thing works if Mario is already in mid-air. Try it out - jump in the air and press A and R at the same time. If done correctly, Mario will spray a large burst of water in front of him. It's usually called a spam spray, since it spams water in a random fasion in Mario's FOV. This is the most efficient cleaning technique (faster than barrels, considering the time needed to pick them up and throw them), and is the key to doing sickeningly well in goop-cleaning shines. You can press A+R together several times in a single jump to perform several spam sprays before you hit the ground again, and virtually guarantee that everything within reasonable distance in front of you will be clean enough to eat off.
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If you hold down R and press A, Mario backflips and sprays a large amount of water. The water blast is useful, but the backflip is very inconvenient. However, you can also perform the same "spam spray" technique in the air. Just press R and A (in that order). This is the most efficient cleaning technique and is the key to doing well on goop-cleaning shines. You can perform several spam sprays in a single jump to virtually guarantee that everything in front of you and within a certain distance is clean. You can also spam spray as you jump, but you have to be very good at the timing; This is most useful on Pianta 6.
  
 
===Bloopers===
 
===Bloopers===
  
Always use green bloopers. They have the best speed when travelling on a surface out of the water. They also have the best handling, and can turn the sharpest. All bloopers have the same top-speed if you hold the joy-stick full tilt, so there are no disadvantages to using the green.
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Green bloopers have the best speed when travelling on a surface out of the water. They also have the best handling, enabling you to perform sharp turns. All bloopers have the same top speed, so there are no disadvantages to using the green blooper. Thus, it is used by most speed runners and is recommended.
  
 
==Delfino Plaza Events==
 
==Delfino Plaza Events==
  
* When you first enter Delfino Plaza, the Grand Pianta Statue is submerged in goop; fight a Piranha Plant to get it out, then chase Shadow Mario, spray him to make him drop Peach, and chase him toward the Statue to open Bianco Hills.
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* After entering Delfino Plaza for the first time, defeat the Piranha Plant at the Grand Pianta Statue and then spray down Shadow Mario to open Bianco Hills.
* After completing at least one episode of Bianco Hills and collecting three Shines, the boathouse gets swallowed by goop. Defeat the Piranha Plant to open Ricco Harbor.
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* After completing at least one episode of Bianco Hills and collecting three Shines, defeat the Piranha Plant at the boathouse to open Ricco Harbor.
* After defeating the boathouse Piranha Plant and collecting five Shines, the lighthouse gets swallowed by goop. Defeat the Piranha Plant to open Gelato Beach.
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* After defeating the boathouse Piranha Plant and collecting five Shines, defeat the Piranha Plant at the lighthouse to open Gelato Beach.
* After defeating the lighthouse Piranha Plant and collecting 10 Shines, Peach gets kidnapped by Shadow Mario. Run over to where his boat is to trigger a cut-scene and open Pinna Park.
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* After defeating the lighthouse Piranha Plant and collecting 10 Shines, go to the boat near the cannon to open Pinna Park.
* After completing Episode 4 of Pinna Park, Shadow Mario will have a Yoshi egg in Delfino Plaza. Spray him down and get Yoshi some bananas to unlock Yoshi in all areas. This allows you to eat the big pineapple blocking the Sirena Beach entrance.
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* After completing Episode 4 of Pinna Park, spray Shadow Mario down and get Yoshi some bananas to unlock Yoshi in all areas. This allows you to eat the big pineapple blocking the Sirena Beach entrance.
 
* Collect 20 Shines to activate the beam of light, opening Noki Bay.
 
* Collect 20 Shines to activate the beam of light, opening Noki Bay.
* After unlocking Yoshi and collecting 25 Shines, Shadow Mario will have the Turbo Nozzle in Delfino Plaza. Spray him down and get the nozzle to unlock it in Delfino Plaza.
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* After unlocking Yoshi and collecting 25 Shines, spray Shadow Mario down and get the Turbo Nozzle to unlock it in Delfino Plaza.
* After unlocking the Turbo Nozzle and collecting 30 Shines, Shadow Mario will have the Rocket Nozzle in Delfino Plaza. Spray him down and get the nozzle to unlock it in Delfino Plaza.
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* After unlocking the Turbo Nozzle and collecting 30 Shines, spray Shadow Mario down and get the Rocket Nozzle to unlock it in Delfino Plaza.
* Collect 60 Shines to restore full sunlight to Delfino Plaza!
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* After completing the Shadow Mario shines in each of the seven regular levels, Delfino Plaza will flood and Corona Mountain will open. Enter it to change the plaza back to normal.
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* Collect 60 Shines to restore full sunlight to Delfino Plaza.

Latest revision as of 11:50, 3 December 2015

This page is a stub. You can help by adding information. Please ask on the talk page for more clarification.
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NOTE: This is just a rough outline. Feel free to change it (and by all means flesh it out).

General Techniques

Movement

On Land

Water sliding is faster than any other form of movement on land, including the Turbo Nozzle. To do a water slide, either spray water in front of you, dive onto it or jump out of water and dive, or hover just before diving. Holding forward makes you go faster. Because this move takes a little time to set up and isn't conducive to sharp turns, it is often preferable to use dive-flips for shorter distances. A dive-roll out is just what it sounds like: dive and, as soon as you hit the ground, roll out by pressing A. There are a few important things to keep in mind while using this technique. First, Mario rapidly decelerates after landing from the dive, so it's important to roll out as soon as possible to avoid losing speed. Second, there are a few variations on the dive-roll out: you can jump before diving (pressing A and B almost at the same time) and you can hold A while rolling out to do a bigger flip. Testing of these variations reveals that the differences between them are minimal, so which one you should use depends on the situation. For instance, if you need to go a relatively short distance, you might do a basic dive-flip.

A useful property of the roll out is that if you roll out onto an incline, Mario often runs much faster than usual up the incline. A good place to try this out is the tree with Il Piantissimo's flag in Pianta Village.

Land Movement Option Speeds are as follows:
- Water Slide
- Turbo Nozzle
- Diving and Rolling Out
- Jump Diving and Rolling Out
- Belly Hopping
- Walking/Running

In Water

The fastest way to move in water depends on what nozzle you have. The Turbo Nozzle is, unsurprisingly, much faster than any other method of movement in the water. It can be used underwater. The best known way to cover distance if you have the Hover Nozzle is to jump out of the water and dive repeatedly. Note that you must release the control stick in order to jump. With the Rocket Nozzle, you should use a similar technique, but use a rocket boost before you dive. Another technique with the Hover Nozzle is to repeatedly tap R and A to "glide" along the water, which is faster than swimming normally.

Jumping

Holding A for the duration of a any jump increases the height of the jump, except for a back flip.
The triple jump gives more height than the spin jump and a back flip, which gives more height than the side flip, which gives more height than a regular jump. You can augment the height and distance attained by wall kicks slightly by spinning the control stick just before kicking, giving you a spin jump from your wall kick. Yoshi's spin jump can reach great heights, especially if you flutter, and the additional height from dismounting at its peak lets you reach a few "high" Shines without the Rocket Nozzle.

You can gain extra distance if you dive immediately after jumping (you'll want to press A and B at almost the same time). This technique is helpful whenever you don't have the Hover Nozzle or when you don't have much distance to cover and thus don't want to use the Hover Nozzle. It can be used with regular jumps, double and triple jumps, side flips, and spin jumps.

Cleaning Goop

If you hold down R and press A, Mario backflips and sprays a large amount of water. The water blast is useful, but the backflip is very inconvenient. However, you can also perform the same "spam spray" technique in the air. Just press R and A (in that order). This is the most efficient cleaning technique and is the key to doing well on goop-cleaning shines. You can perform several spam sprays in a single jump to virtually guarantee that everything in front of you and within a certain distance is clean. You can also spam spray as you jump, but you have to be very good at the timing; This is most useful on Pianta 6.

Bloopers

Green bloopers have the best speed when travelling on a surface out of the water. They also have the best handling, enabling you to perform sharp turns. All bloopers have the same top speed, so there are no disadvantages to using the green blooper. Thus, it is used by most speed runners and is recommended.

Delfino Plaza Events

  • After entering Delfino Plaza for the first time, defeat the Piranha Plant at the Grand Pianta Statue and then spray down Shadow Mario to open Bianco Hills.
  • After completing at least one episode of Bianco Hills and collecting three Shines, defeat the Piranha Plant at the boathouse to open Ricco Harbor.
  • After defeating the boathouse Piranha Plant and collecting five Shines, defeat the Piranha Plant at the lighthouse to open Gelato Beach.
  • After defeating the lighthouse Piranha Plant and collecting 10 Shines, go to the boat near the cannon to open Pinna Park.
  • After completing Episode 4 of Pinna Park, spray Shadow Mario down and get Yoshi some bananas to unlock Yoshi in all areas. This allows you to eat the big pineapple blocking the Sirena Beach entrance.
  • Collect 20 Shines to activate the beam of light, opening Noki Bay.
  • After unlocking Yoshi and collecting 25 Shines, spray Shadow Mario down and get the Turbo Nozzle to unlock it in Delfino Plaza.
  • After unlocking the Turbo Nozzle and collecting 30 Shines, spray Shadow Mario down and get the Rocket Nozzle to unlock it in Delfino Plaza.
  • After completing the Shadow Mario shines in each of the seven regular levels, Delfino Plaza will flood and Corona Mountain will open. Enter it to change the plaza back to normal.
  • Collect 60 Shines to restore full sunlight to Delfino Plaza.
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