Difference between revisions of "Super Mario Sunshine"
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− | + | ==General Techniques== | |
===Movement=== | ===Movement=== | ||
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====On Land==== | ====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 and dive onto it or jump out of water and dive. Hold forward to 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-flip is just what it sounds like: dive and, as soon as you hit the ground, flip 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 flip as soon as possible to avoid losing speed. Second, there are a few variations on the dive-flip: you can jump before diving (pressing A and B almost at the same time) and you can hold A while flipping 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. | + | 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 and dive onto it or jump out of water and dive. Hold forward to 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-flip is just what it sounds like: dive and, as soon as you hit the ground, flip 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 flip as soon as possible to avoid losing speed. Second, there are a few variations on the dive-flip: you can jump before diving (pressing A and B almost at the same time) and you can hold A while flipping 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> |
A useful property of the flip is that if you flip 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. | A useful property of the flip is that if you flip 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. | ||
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====In Water==== | ====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 | + | 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=== | ===Jumping=== | ||
− | The triple jump gives more height than the spin jump, which gives more height than the somersault. You can augment the height and distance attained by wall jumps slightly by spinning the control stick just before jumping. Yoshi's spin jump can reach great heights, and the additional height from dismounting at its peak lets you reach a few | + | The triple jump gives more height than the spin jump, which gives more height than the somersault. You can augment the height and distance attained by wall jumps slightly by spinning the control stick just before jumping. Yoshi's spin jump can reach great heights, 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, somersaults, and spin jumps. | 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, somersaults, and spin jumps. | ||
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===Cleaning Goop=== | ===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 | + | 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. |
===Bloopers=== | ===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. | 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. | ||
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==Delfino Plaza Events== | ==Delfino Plaza Events== |
Revision as of 04:38, 16 November 2010
NOTE: This is just a rough outline. Feel free to change it (and by all means flesh it out).
Contents
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 and dive onto it or jump out of water and dive. Hold forward to 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-flip is just what it sounds like: dive and, as soon as you hit the ground, flip 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 flip as soon as possible to avoid losing speed. Second, there are a few variations on the dive-flip: you can jump before diving (pressing A and B almost at the same time) and you can hold A while flipping 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 flip is that if you flip 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.
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
The triple jump gives more height than the spin jump, which gives more height than the somersault. You can augment the height and distance attained by wall jumps slightly by spinning the control stick just before jumping. Yoshi's spin jump can reach great heights, 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, somersaults, 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.
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.