Pinna Park: Difference between revisions
Line 38: | Line 38: | ||
[[Image:The Runaway Ferris Wheel.jpg|thumb|Mario using F.L.U.D.D. by the ferris wheel.]] | [[Image:The Runaway Ferris Wheel.jpg|thumb|Mario using F.L.U.D.D. by the ferris wheel.]] | ||
:The introduction scene of the fifth Episode opens with the same pan shot as in Episode three, showing the entrance of the park. The patches of sunflowers at the beach have been restored to their former state and the amusement park has re-opened. Upon entering, the players witness a shot of the Ferris wheel which now spins in an alarming speed. The scene then cuts to what appears to be the cause of the trouble, a giant Electro-Koopa that rests on top of the attraction. Many visitors in the park are shocked at the sight of the rapidly spinning Ferris wheel (except for a Pianta boy who finds it even more thrilling like this). Mario has to travel behind the ride to find its water operated mechanics. He has to climb up the Electro-Koopa-infested grids and has to make use of FLUDD to make parts of the grid flip to his advantage. Alternately, Mario can use the pirate ship or nearby tree to access the green metal grating. If he travels to the top of the ramp, he can use the [[F.L.U.D.D.|Hover Nozzle]] to get to the top of the ferris wheel much faster. Once he reaches the top, he can defeat the troublemaker from below which will make a Shine Sprite appear at the top of the Ferris wheel. The players have to jump on one of the attraction's cabins and ride it to the top, where the Shine Sprite can be collected. | :The introduction scene of the fifth Episode opens with the same pan shot as in Episode three, showing the entrance of the park. The patches of sunflowers at the beach have been restored to their former state and the amusement park has re-opened. Upon entering, the players witness a shot of the Ferris wheel which now spins in an alarming speed. The scene then cuts to what appears to be the cause of the trouble, a giant Electro-Koopa that rests on top of the attraction. Many visitors in the park are shocked at the sight of the rapidly spinning Ferris wheel (except for a Pianta boy who finds it even more thrilling like this). Mario has to travel behind the ride to find its water operated mechanics. He has to climb up the Electro-Koopa-infested grids and has to make use of FLUDD to make parts of the grid flip to his advantage. Alternately, Mario can use the pirate ship or nearby tree to access the green metal grating. If he travels to the top of the ramp, he can use the [[F.L.U.D.D.|Hover Nozzle]] to get to the top of the ferris wheel much faster. Once he reaches the top, he can defeat the troublemaker from below which will make a Shine Sprite appear at the top of the Ferris wheel. The players have to jump on one of the attraction's cabins and ride it to the top, where the Shine Sprite can be collected. | ||
;Enemies | |||
*[[Electro-Koopa]]s | |||
*[[Strollin' Stu]]s | |||
<br clear=all> | <br clear=all> | ||
Revision as of 21:55, March 6, 2011
Pinna Park (also known as Pinna Island) is a large amusement park island found in Super Mario Sunshine, off the coast of Isle Delfino, on the "tail fin" of the dolphin-shaped island which explains its name ("Pinna" is the Italian term for "fin"). The island itself is known as Pinna Island. Pinna Park is managed by an elderly Noki with a brown shell and gray hair, and includes attractions such as a merry-go-round, swinging pirate ships, a water-fueled Ferris wheel, a roller coaster and other rides. Outside the park is a beach full of Sunflowers, various Fruit, and dozens of Coins that are hidden under the sand and can be revealed by spraying water on them. Once Mario enters the park, he cannot leave, so the player should check around the beach first. Mario can access Pinna Park by using a cannon found in Delfino Plaza, though the regular way seems to be taking a fare, since a single boat can be found at the level access point. Mario can enter this level after he found ten Shine Sprites.
Pinna Park is the level where Mario first meets Bowser Jr., the eighth child of Bowser, after defeating his Mecha Bowser. During his visit of Pinna Park, the park is overrun by Electrokoopas, and he also fights a Monty Mole, and Snooze-A-Koopas.
Episodes
Episode 1: Mecha-Bowser Appears!
- Mario enters this Episode after having chased Shadow Mario through Delfino Plaza and after the villain escaped with Princess Peach via a motor boat. The introduction scene sets in with a shot of the staircase in front of the park and pans up until the park entrance, which can be seen with Shadow Mario behind it. The player can then enter the park and must pursue Shadow Mario until the two of them reach a pool of water. A cutscene sets in and shows a giant robotic replica of Bowser emerging from the water. The Park Manager will the show up, believing that the spectacle is a new show and that Mario and Shadow Mario are actors. To improve the show, he allows Mario to use Pinna Park's roller coaster to defeat the rampaging robot. Mario has to ride the attraction and use water missiles to attack Mecha-Bowser's head, while dodging Bullet Bills that keep emerging in front of and behind the wagon.
- After three direct hits the robot shuts down and another cutscene takes place. Shadow Mario reveals his actual identity: Bowser Jr., disguised by a Magic Paintbrush and a dark blue bandanna. He gives a short speech, revealing that his father told him Mario is a ruthless villain who kidnapped Peach, who Bowser Jr. believes to be his mother. After that they escape to Corona Mountain via hot-air balloon. Mario stays behind without being able to interfere, but is rewarded with a Shine Sprite.
Episode 2: The Beach Cannon's Secret
- The second Episode begins with a shot that zooms in on the red cannon at the beach which is now controlled by a Monty Mole. The park itself is not accessible during this Episode, and the player can only roam the beach. While moving along the beach, the cannon permanently shoots Bullet Bills at Mario. The type of projectiles varies between black Bullet Bills which just fly in a straight arc, purple ones which home in on Mario, and golden ones which yield extra coins when defeated with water. The explosives can destroy the various baskets scattered across the beach which sometimes contain blue coins. When the player approaches the cannon, the Monty Mole switches from shooting Bullet Bills to shooting Bob-ombs, which need to be stunned with water and thrown back at the Monty Mole. After three hits the Monty Mole is defeated and a ray of light emerges from the cannon.
- After entering the cannon, Mario finds himself in a secret level. F.L.U.D.D. has been taken from him by Shadow Mario, so the player has to rely solely on Mario's jumping skills to pass the obstacle course. The course is composed of several orange or green blocks that slowly turn black before they vanish completely. The player has to guide Mario to the Shine Sprite at the other side of the level without falling into a Bottomless Pit. After the player cleared this challenge, Mario can return here with FLUDD and participate in a Red Coin challenge.
Episode 3: Red Coins of the Pirate Ships
- The third Episode of Pinna Park begins with a pan shot over the entrance of the amusement park and shows its many attractions. The beach that was formerly disturbed by cannon noises now returned to its former peaceful state. When Mario enters the park, a short cutscene sets in, showing the huge swinging pirate ships attached to a metal bearing construction. The Episode itself is a Red Coin challenge and the players have to collect a set of eight Red Coins to have Mario obtain another Shine Sprite. The Red Coins are scattered above the pirate ships and on green grids that spiral around the contraption. While moving on the ships the players have to pay attention to the swinging pattern of the vessels. Every third swing the ships will do a full rotation which will cause Mario to lose grip and fall into the water beneath the scenario. When climbing the green grid, Mario has to time his jumps properly and also watch out for the Electro Koopas. Once the eighth Red Coin is collected, a Shine Sprite will appear on a wooden platform high above the ride.
Episode 4: The Wilted Sunflowers
- This Episode once again takes place at the beach in front of the amusement park. The introduction scene of this Episode begins with a pan shot over the beach. The sunflower fields from the previous Episodes have vanished and the Sunflower Kids are in a withered state. Strange Yoshi Egg-resembling objects can be seen near the Sunflowers. The cutscene ends with a shot of the harmed Great Sunflower. Some people can be seen near the entrance, watching the scene from afar and mumbling about Yoshi Eggs. Upon investigating the events, the player finds out that the objects are creatures called Snooze-A-Koopas that gnaw on the roots of the sunflowers, causing the plants to wither as well as causing all of the Yoshis to leave Isle Delfino. Mario can spray water at them to make them wake up and attack him with a Ground Pound-resembling move. If Mario manages to lure them into the sandy beach, they will get stuck after the attack, giving Mario the chance to dispose of them with a Ground Pound himself. The Snooze-A-Koopa's defeat will heal the Sunflower Kid or the Great Sunflower, and it will also cause a patch of smaller sunflowers to grow at that spot. After defeating all Snooze-A-Koopas, Mario will receive a Shine Sprite from the Great Sunflower.
Episode 5: The Runaway Ferris Wheel
- The introduction scene of the fifth Episode opens with the same pan shot as in Episode three, showing the entrance of the park. The patches of sunflowers at the beach have been restored to their former state and the amusement park has re-opened. Upon entering, the players witness a shot of the Ferris wheel which now spins in an alarming speed. The scene then cuts to what appears to be the cause of the trouble, a giant Electro-Koopa that rests on top of the attraction. Many visitors in the park are shocked at the sight of the rapidly spinning Ferris wheel (except for a Pianta boy who finds it even more thrilling like this). Mario has to travel behind the ride to find its water operated mechanics. He has to climb up the Electro-Koopa-infested grids and has to make use of FLUDD to make parts of the grid flip to his advantage. Alternately, Mario can use the pirate ship or nearby tree to access the green metal grating. If he travels to the top of the ramp, he can use the Hover Nozzle to get to the top of the ferris wheel much faster. Once he reaches the top, he can defeat the troublemaker from below which will make a Shine Sprite appear at the top of the Ferris wheel. The players have to jump on one of the attraction's cabins and ride it to the top, where the Shine Sprite can be collected.
- Enemies
Episode 6: The Yoshi-Go-Round's Secret
The introduction scene of the sixth episode opens with same pan shot in episode five and three, showing the entrance to the park. When the player enters the park, another introduction scene plays, this time showing the Yoshi-Go-Round (focusing on the missing orange Yoshi next to the pink Noki). The player must go to the path that leads to the base of the Ferris wheel. Behind the strange tree shaped as a Pianta head, there will be a Pianta staring at a Yoshi Egg. The player must then give the Yoshi Egg the fruit it wants. Fruit is found in various locations in the park. After hatching the egg, the player must go to the Yoshi-Go-Round and stand near where the missing Yoshi's location is (the Yoshi Mario is riding must be orange, though). The player will enter a secret stage, but not without FLUDD being stolen by Shadow Mario again. In this secret stage, the player will first encounter blocks that are rotating at different speeds. The player must cross these blocks, being careful not to fall. Then the player must use different colored blocks (which are colored like Yoshi Eggs) to make their way on to a large orange block. Then they must jump on a moving orange block to get to a structure made of orange blocks. They must climb up to the Shine Sprite and collect it.
Episode 7: Shadow Mario in the Park
Like every seventh Episode in a level, this is the Shadow Mario Episode of Pinna Park. Completing this Episode is essential to unlock the entrance to Corona Mountain where Mario will face the final boss. The introduction scene once again shows the same pan shot over the amusement park as in Episodes three, five and six. After Mario entered the park, no further cutscene is seen and the game immediately continues with Shadow Mario running away from the player. Mario has to chase him through the park and spray him with water until he collapses. Upon doing so, the doppelganger will release another Shine Sprite.
Episode 8: Roller Coaster Balloons
This Episode opens with another pan shot over the amusement parks entrance. After Mario enters the park, a cutscene will show a close-up of various pink balloons shaped like Bowser Jr.'s head and end in a pan shot over the roller coaster which finally is open for rides again. The manager of the park remodeled the roller coaster and made it into a challenge course reminiscent of the first Episode of Pinna Park. Mario has to ride the roller coaster and use water missiles to pop the pink balloons that were shown during the opening scene. There are twenty balloons in total, and Mario has to destroy all of them in three laps or less in order to receive a Shine Sprite. The re-opening of the roller coaster seemingly attracted many visitors, since they can all be seen standing near the roller coaster.
Episode 9: Red Coins in the Cannon
In this level, Mario must replay the The Beach Cannon's Secret level, though this time he must enter the Beach Cannon and collect eight Red Coins. If he manages to collect them all before the 1:00 time limit is up, a Shine Sprite will be revealed.
Episode 10: Red Coins in the Yoshi-Go-Round
In this level, Mario must replay the The Yoshi-Go-Round's Secret level, though this time he must enter the Yoshi-Go-Round and collect eight Red Coins. If he manages to collect them all before the 2:00 time limit is up, a Shine Sprite will be revealed.
Official Profiles and Statistics
The park boasts everything from a Roller Coaster to the Clam Cups. The view from the Ferris Wheel is magnificent.
Music
The honky-tonk music of Pinna Park is dominated by ragtime-style piano and marimba. It was composed by Shinobu Tanaka as well as the music that plays outside the park.
Names in Other Languages
Trivia
- Pinna Park is the most commonly seen place from other levels.
- Noki Bay and Delfino Airstrip are the only locations on Isle Delfino that can not be seen from Pinna Park.
- Pinna Park is also the only place on Isle Delfino where Sirena Beach can been seen in the daytime.
- This level is the only place Mario can be actively controlled without his hat on, which he takes damage from the heat, until he takes his cap back.
- Episodes 1, 3, 5, and 7 in Pianta Village takes place at night. If the player looks towards Pinna Park, they get to see the island lit up, revealing that the park stays open.
- In Italian, "pinna" means fin.