

Players can adjust Mario's maximum health to 6, 3, or 1 points and F.L.U.D.D.'s maximum water storage to 100, 50, or 15 points. To make the game more engaging for veteran players, files can be set to difficulty modes. Here, each functions like a Shine Sprite, but adds onto the Power Moon counter of any other player who collects it. Power Moons can be expended by adding them to levels in the Level Designer. They can be collected in infinite supply, and each user's Power Moon counter is placed next to their username online and stored in a leaderboard. Power Moons only appear upon any% completion of the story. Subsequently, a grayed-out copy of the Shine Sprite will then appear in its place, with the same behavior apart from not adding onto Mario's Shine Sprite counter. When collected, each Shine Sprite will ask the player whether to save and/or quit, and then whether to stay in the level or exit to the castle. A player can beat the game with only a portion of the 64 Shine Sprites, but collecting the remaining ones constitutes the first postgame objective.

Collecting them unlocks new rooms and levels within Princess Peach's Castle. Shine Sprites are the main story collectible. This is merely to show that the objective tied to the Silver Shines has been completed. Once the corresponding Shine Sprite has been collected, its Silver Shines will appear grayed out, but they can still be recollected at the player's leisure. These items replace Silver Stars from the original game. All 5 are found around the same general area. Who knows what might lie behind them?Ĭollecting 5 Silver Shines in a level allows them to recombine into a Shine Sprite. There is a room in Princess Peach's Castle with doors that will only respond to Star Coins in bulk.

Star Coins do more than just unlock side content, however. Mario must now land on the ground after touching a Star Coin in order to collect it. In this remaster, they have a distinctly more bronze color scheme, to differentiate them from other collectibles. Star Coins unlock the Level Designer, and various rewards therein, at selected milestones. This is merely to show that the objective tied to the Red Coins has been completed.

Once the corresponding Shine Sprite has been collected, its Red Coins will appear grayed out, but they will still provide the same Coin and HP bonus when collected. Red Coins are also worth multiple standard Coins, and will restore more HP accordingly. Sometimes they can be found clustered within smaller areas sometimes they're spread out across the level. As for the others, it's wise to choose whether to collect one immediately, or wait until it is needed.Ĭollecting 8 Red Coins in a level will create a Shine Sprite. They are also dropped by powerful enemies. Coin Scores can be uploaded to an online leaderboard system, letting players compare theirs with the world's and compete for the best.īlue Coins are worth several standard Coins, and restore a considerable portion of HP. Upon exiting a level via Shine Sprite, Mario's highest Coin counter for that level is tracked as a Coin Score. Each Coin in a level can only be collected once, for as long as Mario is in said level. They remain quite common in this remaster, and raising the Coin counter to a multiple of 100 gives Mario an extra life.Įntering a level resets Mario's Coin counter to 0. The Luma will give Mario a Power Moon in exchange for every 1,000 Star Bits he feeds it.Ĭoins heal a portion of Mario's HP when he collects them. When peace is restored to the Mushroom Kingdom, a Hungry Luma will appear at the castle. Collecting a multiple of 100 gives Mario an extra life.Įntering a level resets Mario's Star Bit counter to 0, but Star Bits accumulate at Princess Peach's Castle between levels, including levels submitted to the Level Designer. They can also be produced by Spinning to defeat enemies that would normally grant Coins when stomped on. Star Bits are a common currency exclusive to this remaster. The Ground Pound prevents Mario from bouncing off of most enemies, unlike in the original game. Mario can now slide down walls, and from there, use the Wall Jump. There are some modifications to the mappings from the original game. Most of the controls are customizable, but these are the defaults.
