This guide is a compilation of suggestions, advice, and strategies to help players taking part in the challenge of the maximum coin score for Super Mario Last Impact's levels. and to complement the information available in the main article on the hack. Note that the records screen at the end of the game will show just “main courses” coin scores, adding to a total of 2298 coins, yet for the whole game, a total of 2724 coins are obtainable (not counting mini-games).
Some aspects to have in mind at attempting this challenge:
- Save states are advised: Some parts are brutal and very RNG-based. They will probably not mean “death” per se, but as the game uses a lot of “area swapping” the coins that spawned may disappear if not collected fast enough. Also, some platforming challenges will prove the need of save-stating. This guide was constructed based on the 1.2 version: As this is considered to be the latest version of the game. Differences in coin totals between versions (if present) are unaccounted for. (1.0 and 1.1 included).
- This is a pure glitch-less run: Only "casual play" max coin counts were considered in the run. No duplication glitches are allowed. This will be particularly important in this hack as there are many instances where infinite coins might be obtainable, but they will be banned. This also means no required BLJs, clipping, frame walking or such were used to obtain the coin scores.
- Still, some ability will be required: Some of the coins in this challenge will prove your SM64 skills. Nothing much “Kaizo-like”, but still, try honing your triple jumps, walljumps, long jumps and dives, as they will help you a lot. Be prepared to have a way of climbing slopes (such as jump-kicking or back mid-air jump sliding).
- You will need to know some basic aspects of SM64: You will need to know some basics of coin spawning in the game. Know that the draw distance is awful. Remember running around poles gives you coins. Such kind of stuff.
- Research about “new enemies” in Last Impact: Some new enemies were added in the hack, having some particular ways of defeating them (such as Tap-taps, Doboomos, Tee-hee butterflies, Parasitebots, etc). Also remember some enemies changed. Big Goombas (now refered as Grand Goombas) will now not spawn different coin values depending on how you defeat them (normal jump or ground pound), but rather will divide themselves in three separate Goombas, meaning they will always have 3 coins.
- Research a bit about object placement in SM64: Even when changing many aspects of the game, this hack still preserves some basics of object placement of the original vanilla SM64. Lines of coins will always be of 5, rings will always have 8. Such stuff. Knowing this can be a plus in the challenge. It can guide you in how many coins you might be missing.
- For main courses, star selection is important: This hack in particular is very mission-based. Missions (or acts) will vary coin counts. Advice will be given on which acts are preferable to get full on coins, while also giving some information regarding why not choose other acts.
That being said, the stages will contain the course name, the suggested Star act and max achievable coin count:
C1: Wildlife Valley[]
- Suggested Act: Star 5: Floaty Red Coins
- Max Coins: 142

Wildlife Valley Max Coin Record
Wildlife Valley is the first level of the hack. First levels will rarely pose up any challenge, and this one is no exception. All coins are easily obtainable without any major hassle. Tap-taps are new enemies in the course. They can be defeated if brought to the mud. They will follow Mario so just make guide them. They will leave 2 coins when defeated. Other than that, don’t forget to climb the tree's inside as there are coins there as well.
C2: Stonesnake Shatters[]
- Mandatory Act: Star 1: Spikey Stones
- Max Coins: 142

Stonesnake Shatters Max Coin Record
Stonesnake Shatters also has a total of 142 obtainable coins. You must select act 1 in this course as this will spawn the Spikey Stones. This new enemies are boulders that roll and when they approach to Mario, they will expose their spikes. To defeat them, kick or punch them when they have retracted their spikes and they will award you with 2 coins. Other than that, you will need to know the password for the panels, as some crates inside the Snake’s cell will have coins in them. It's important to consider that going left form the temple’s entrance there is a trio of Goombas next to a fallen pillar. For some reason, sometimes, one of them will not appear. This is likely due to how trios are programed to spawn in a triangle formation and the missing one might clip if it starts walking to the “wrong” direction. Teleporting or area-swapping (such as when entering the tent or the temple), will reset the enemies’ position, meaning that if you can't find the Goomba so if this happens to you, just enter and exit a couple of times until it appears. The rest is just rounding up and up to your skills!
C3: Sunset Islet[]
- Suggested Act: Star 5: The Dried-out Ocean
- Max Coins: 137*

Sunset Islet Max Coin Record
This level has a not-so-new enemy in both Lakitus and Spinies. Lakitus are troops of the Koopa army who ride a cloud and constantly throw Spinies (a Spiked armored bettle/turtle) from high up. In the original SM64, while Lakitus were defeatable and provided 5 coins (in fact they still do here), Spinies were immune to Mario's arsenal. However, this is the Last Impact we're talking about. This particular course reintroduces one well known power-up to the SM64 engine, the Fire Flower. Fire Flower turns you into Fire Mario and makes him able to shoot fireballs from his glove. With this, Spinies are defeatable. As Lakitus will throw spinies and will resent whenever you area-swap, defeating Spinies thown from Lakitus could be considered a way of coin-clonning and thus is banned from this guide's score system.
That being said, there are four Spinies near the shipwreck and they also give you one coin each when defeated. What differs this time, is that they behave like “placed objects” and such, they will respawn after defeated even when area-swapping, thus making these 4 coins “legal”.

Spinies on the Beach
With this in mind and to the effect of this guides rules, the coin total for Sunset Islet should be 137. Star 5 is highly suggested for the collection as the sea will be dried out and the seashell will also be emptied, making it easier for you to collect the coins within. Also, to be able to get the max coins you must throw a fire ball to Koopa the Quick, making him explode and giving some coins.
C4: Crystal Caves[]
- Suggested Act: Star 5: Coins Between Crystals
- Max Coins: 143
Crystal Caves is pretty straightforward. The majority of the coins are in the spider’s den, where the Skeeters dwell. You will find it pretty easy to find the coins inside this level, as there are no sketchy placings at all. Do not worry about the Water Temple, as there are no coins found within.
C5: Abandoned Outpost[]
- Suggested Act: Star 5: Coins in Craters
- Max Coins: 159

Abandoned Outpost Max Coin Record
The Abandoned Outpost is not a hard level for the challenge. Most of the coins are in plain sight. New enemies like Geocrafts, Octoombas and Doboomos will give you coins upon defeated, so make sure you know how to deal with them. Don’t worry about Bipettes as you can't defeat them (thankfully).
C6: Super Sweet Sugarland[]
- Suggested Act: Star 5: Coins and Candies
- Max Coins: 161

Super Sweet Sugarland Max Coin Record
Super Sweet Sugarland is here and with it, our buddy Yoshi. He will prove necessary to grab a couple of coins here. Don't worry about the rainbow coins as they do not count for the coin total, so don't bother with them.
There are some hard sections in this level:
First: inside the factory where the Blue Coin Switch is located. The timing for this one is BRUTAL. Blue coins will spawn in four of the platforms above the spiked floor chamber. To get them, you must long-jump between them and use momentum to save the maximum of frames as possible. It gets hard, but it's possible if you persist. If you keep failing, always remember you could slow down emulation to have a more precise timing in your jumps.
Another thing you must have in mind is that right next to the point where Mario spawns, there will be two trios of Goombas that will pop out from thin air. Problem is, this platform has some holes where they might fall and disappear. Getting them with Mario would prove to be impossible. Thankfully, we have Yoshi at our disposal, so as soon as you approach to their spawning place, mash the button to eat and you will collect their coins no problems.
C7: Dusky Doomed Dale[]
- Suggested Act: Star 3: The Haunted Church
- Max Coins: 163

Dusky Doomed Dale Max Coin Record
Dusky Doomed is a peaceful, yet, doomed, mountain village. Acts 4 and 5 are not advised due to this course having a story-based projection altering the coin total a lot. Act (star) 6 is straight up banned, as Kamek can spawn infinite Goombas and thus, counts as a duplication strategy. Most of the coins in the level are straightforward. Be sure to enter buildings so you can scout them for coins. Do not worry about the prison section as there are not coins inside it. There are, however, a couple inside the cave by the mirror chamber.
Ones that probably you might not know are the ones that monkeys give you, as in this hack, it's possible to chase them until they fall into the river, where they can be defeated and leave a blue coin behind. Also, when they disappear, the boulders do too, so you don’t need to worry about getting hit by them anymore.

Defeating Monkeys in the River
C8: Melty Molten Mountains[]
- Suggested Act: Star 5: Glacial Red Coins
- Max Coins: 147

Melty Molten Mountains Max Coin Record
Specifically, about the coins for this course, we have a little bit of a roadblock here. You might know that when circles are spawned into Mario 64, they do it exactly forming groups of eight (8) either vertically or laying on the floor. In the frozen part of the mountains, there is one of this coin circles. Problem is, one of the coins is located exactly below one of the newly added enemies: A Freezie. Freezies are unbeatable in this game, and if you approach one, Mario will instantly freeze and start losing health.
This particular location makes it really difficult to get the coin. Difficult, but not impossible. Mario has a nearby cannon at his disposal. Aiming at a very specific spot, will make Mario collect the coin before he freezes. This spot is extremely specific and for it to work, you must align as the image shows. Other alignments may not work at all. It will take a lot of patience, but if done right, the coin will be yours.
After obtaining this coin, the others in the level al pretty easy. No other coin will prove any hardship as long as you know all the mechanics such as how you are able to lava-ski using the Ice Flower power-up.
C9: Harried Honey Hive[]
- Suggested Act: Star 5: The Hive's Coins
- Max Coins: 151

Harried Honey Hive Max Coin Record
The Hive’s coins are an easy break from what we just came from. Most of the coins are in plain sight and clustered so it’s not difficult to collect them all. Being able to use both the Bee Mushroom and Spider Mushroom power-ups make this level a joy to traverse. The only advice would be to NOT collect the 100th coin in the middle of a platform where you might need to fly back, as collecting a star will take your power-up out and leave you in the middle of nowhere.
C10: Sky-High Islands[]
- Suggested Act: Star 5: Red Coins in the Sky
- Max Obtainable Coins: 161

Sky-High Islands Max Coin Record
This level is massive, and in terms of obtaining all of the coins, there is a lot to explain. First of all is Kurma Koopa. This colossal behemoth is the level’s boss. The reason we mention it is because he has some back-up baddies (Paragoombas) in phases 2 and 3 that he uses to stop us from reaching his nose. You will notice his shell has a permanent wind effect as he is soaring through the skies. This can make things complicated as being able to eliminate the Paragoombas and get their coins is quite hard. What would be more effective is to pass them and then try to ground-pound as the wind carries you with momentum. This way, you ensure you defeat the Paragoomba fully and avoid it turning it into a normal walking Goomba, as it will be blown away by the wind and risk losing the coin. Phase 3 is harder, as a trio of Paragoombas will be located near the rear of the shell, and if you are not quick enough, either you will fall from recoil damage or the coin will fall. You might notice that it's possible to coin-grind here by collecting the coins of the Paragoombas without defeating Kurma itself, then, warp zones by entering either cave and come out again. This will reset the fight and a new trio of Paragoombas will appear (coin included). As such, only 6 coins are allowed to be obtained as per the stated rules.
Other enemies in the level are also annoying. One is the inclusion of Teehee Butterflies from the Yoshi series. These annoying things will only let you defeat them when they are pink. If you try to defeat them while they are blue, they will explode in your face and the coin will not spawn. The one in the image in particular can prove to be annoying as due to coin speed RNG, the coin might fall into the abyss. Just make a savestate before defeating it so you can assure the coin lands on the green platform.
One particular enemy is the Bob-omb you have to use to open the cave you get into to grab star 4 (the one with the fainted Bob-omb Explorer Squad). If you want to collect its coin, you must first defeat it in-ground, as if you throw it to the cracked wall, the coin might fall into the sky. Don’t worry as the Bob-omb will respawn and let you have another chance at the cracked wall.
One interesting aspect regarding this specific cave is that if you position the camera just right inside of one of the two holes by the entrance (each having a set of vertical lines with 4 coins each), you will be able to notice two singular coins by the death barrier. This probably happens as the vertical coin lines located in each of these two holes are placed in a slope, and the fifth usual coin that is present in each coin line clipped and fell.
If you’re able to bypass all of the above, you will notice a roadblock with the Paragoombas in the sky.
Some of them will be flying in a circular pattern right by the floating platforms. There are 3 of them next to the platforms and another 2 above by the cliff side. As you might guess, if you try to defeat them, either you would fall to our doom or the coin would be lost forever. Furthermore, these are Paragoombas we’re talking about, meaning that you must defeat them by using a ground pound, otherwise, they will turn into regular Goombas, and, you guessed it, will fall into the sky. It turns out one of the Paragoombas is just near enough one of the platforms that you barely, BARELY, are able to pound Mario’s butt in it and collect the coin. It's hard. You must be in the precise corner for it to work without making Mario slip from the platform AND also collect the coin. I found that making slow backflips to align yourself is the way to go.
As for the other Paragoombas, they circle far away from ground to safely collect their coins. Leaving the four coins contained within these enemies, the total achievable coin score for this level sits at 161.
C11: Big Beast's Belly[]
- Suggested Act: Star 5: 8 Coins in Acid
- Max Coins: 154

Big Beast's Belly Max Coin Record
This level is where savestates become super important for convenience purposes. Big Beast's Belly is a hard level. Acid and toxic fumes will slowly drain Mario’s health if you’re not careful, and as this hack provides a reduced lifebar, this can make things complicated. New enemies like the Bloopers will give you a tasty blue coin, so they can alleviate some of the pain. More important to our cause, are clams. Clams are a specific gimmick of this level. When you approach one, it will spit out a coin, either yellow or blue.
This is totally RNG based, and thankfully, the odds are calculated BEFORE you interact with the clam, so technically speaking, you can make a savestate just before approaching each clam until you get blue coins for each one! Also, the odds are not as rare as you might think. You can get all the blue coins pretty quickly after loading a couple of states. In fact, to prove this is correct, here are a couple of images describing the same clam, in the same run, giving two different results:
For other sections of the level, it you would be better if you started by collecting the intestine coins first as toxic gases can K.O. you easily. Also, even if the Golden Clam of act 6 will give you the star after only feeding it 3 Parasitebots, you can actually eat all 5 of them. You will need to do this to get all of the coins. Just have some patience as sometimes the bots do not trigger the clam instantly.
C12: Gamble Game Gallery[]
- Suggested Act: Star 5: Coins in a Pinball Machine
- Max Coins: 194

Gamble Game Gallery Max Coin Record
We have to touch some aspects from this course for successfully gathering all this casino's money for ourselves.
Let's start by mentioning the roulette. If you discovered the clue in star 3, you will remember that some number of the roulette have coins in it. In fact, if you ground pound numbers 18 and 31, 10 coins will spawn from each respective square. The catch? Either you get them all or you lose out of them. Even if falling to the void doesn’t represent a death (as you will be teleported to the entrance of the casino) coming back to this area and pounding the same number will not spawn the remaining coins. You can, however, get the coins on 18, respawn and then get the ones on 31. This can prove difficult as the roulette itself is slippery, and also due to camera positioning and coin spawn RNG. What you might found easier is to maneuver Mario so he would end up sliding in his butt. Try to position your camera in a comfortable way and then, repeatedly jump – kick midair to keep on the roulette without falling until you’ve gotten all 10 coins from the specific square. Fortunately, some coins will remain on-platform instead of rolling all the way to the bottom. Just make sure to grab as many coins as you can right after you ground pound to reduce this risk. If you or a coin fall off, load state.Now let's talk about the slots. These ones work similarly to the clams from course 11, meaning it's RNG based. If you are able to get 3 in a row you will get coins. You can get blue, trios or a single coin based on where the slot ends up matching. As with the clams, the result is decided BEFORE interaction, so just make a save state before trying the slot, and make sure to get blue for all of them.
Finally, it's the Pinball machine. As with the recommendations given by Kaze himself for the star, it's better to just jump off-track and manually fall to get every coin in the board. All other coins are simple here. As with the previous level, it’s advisable to start with the coins in the sewers due to toxic gases and then work yourself from there. If you’re able to do this, you will end up with a total of 194 coins.
C13: Colossal Circuits[]
- Suggested Act: Star 5: Red Coins in the Circuits
- Max Coins: 143

Colossal Circuits Max Coin Record
Surprisingly, this course's coins aren't hard. Some platforming can prove challenging, especially when using Spring Mario, but aside from that, this level is plain straightforward. Enemies are located fine, no hard-to-reach coins, no hard challenges. Just be slow as some jumps are complicated here and it can take some time to round-up. Also avoid act 6 to not trigger the boss fight.
C14: Livid Surreal Dream[]
- Suggested Act: Star 5: Coins in a Nightmare
- Max Coins: 150

Livid Surreal Dream Max Coin Record
Most of the coins in this level are easily obtainable. The blue coin switch may require some technique, but otherwise, you will not find many problems. One thing to mention is the presence of a new enemy named the Hand Spider. These Wallmaster-like creatures are only present in this stage and have a very particular way of being defeated. They are immune to any form of direct damage, but you might notice (probably by accident) that if they get stuck in the middle of a tackle, they will perish.
Most of the hands will have a nearby tree in wish you can lock them, and thus defeat them. Unfortunately, just like what happened with the Goombas on course 11, two of these enemies are undefeatable. One of them is on top of the mushrooms on the way to star 1. You might think you could use the block snake to trick it and defeat it, but the Hand Spider will not interact with it and just traverse it. No other structure is nearby to stuck it. The second one is in a nearby hill on the way to star 2. Even if there are some trees relatively nearby, the Hand Spider functions in a ranged area and so it will not leave it. Said trees are outside of its area of influence. The box in the hill will also be traversed when tackled, so we'll have to skip the two blue coins of these enemies.
That being said, if you have any difficulties on getting out of the infinite hole of star 2, you can leave the remaining coins in here for last, if you so desire it.
C15: Rainbow Road[]
- Mandatory Act: Star 4: Rainbow Snakeblock Tour
- Max Coins: 151

Rainbow Road Max Coin Record
This level will be hard due to platforming challenges. Due to some coin and enemy placement, act 4 is mandatory as Mario will be just a few inches short of making it back to the main course. Speaking of the hardest part of this course, it’s the addition of Thunder Lakitus. Their attacks are extremely hard to about if you're not constantly moving. Moreover, as with normal Lakitus, they will drop 5 coins when defeated, and some of them are located in really thin spots that will more times than ever, let the coins fall off. Save stating is highly advised in this scenario. It’s recommended to defeat them by ground pounding as it will give you faster control to react to the flying spawning coins.
Another thing you should have in mind, is that this particular stage contains two different blue coin switches (one inside the disco sphere and one outside). Remember to tackle both of them.
SC1: Above the Clouds 1: The Sky Temple[]
- Max Coins: 0

The Sky Temple
No coins here. We’ll just use the opportunity to talk about secret and Bowser stages here. As the Last Impact's hub differs from vanilla’s one, coins are not always displaying in your screen. Also, for some strange reason, they will also not appear even if you pause, as only red’s will be shown in your pause screen if available. For this reason and for this guide, detailed information about coins in secret levels will be provided in these instances. Even so, after you collect the power star, the results screen will STILL contain a coin record for you to keep track on. As this level contains no coins, let’s keep moving.
SC2: Underground Depths[]
- Max Coins: 21
Underground Depths has 21 collectable coins. They are as follows:
- Yellow coins: Total of 13 – A line of 5 and a ring of 8.
- Enemy coins: Total of 8 – From 8 Helmet Goombas
- Total: 21 coins
Helmet Goombas are specific to this stage. To defeat them, you must first burn their wooden helmets with Fire Mario, and then you can defeat them normally.
SC3: Gloomy Ambience 1: The Ghost Graveyard[]
- Max Coins: 21
This course is the first Gloomy Ambience we will cover. It's a pretty linear stage so I will just advice you play it as if you were going to collect the star, as no coin is really hidden. The coins available are:
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Enemy coins: Total of 5 – From a single Chuckya at the beginning of the stage.
- Total: 21 coins
SC4: Drybone Desert[]
- Max Coins: 16

Drybone Desert
Drybone Desert, despite clearly being a Secret Level, is treated as a part of the hub-world, and thus no results screen will be shown when collecting the star. No need to worry though, because the only coins available in the desert are the 8 red coins, summing for a coin total of 16. Pokeys in this game do not give blue coins anymore, and the newly added Dry Bones is unbeatable. So, let's move on!
SC5: Secret Aquarium[]
- Max Coins: 40
As an homage to Super Mario Sunshine's aquarium, this one has a pretty harsh air meter to accompany it. The Secret Aquarium’s coins are all stationary and are as follows:
- Yellow coins: Total of 24 – From 3 rings of 8 coins.
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Total: 40 coins
SC6: Above the Clouds 2: The Rainbow Sky Ship[]
- Max Coins: 40
Above the Clouds 2 is a hard platforming stage that requires Cloud Mario’s best accuracy. Do not worry if you miss the coins in the first round, as the ship's trail loops around, so if needed, you can take a second chance in collecting the remaining coins. As there are no enemies that spawn coins, you shouldn't worry. The coins in the stage are as follows:
- Yellow coins: Total of 29 – From 3 rings of 8 coins and a line of 5 coins.
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Total: 45 coins
SC7: Above the Clouds 3: The Sky Tower[]
- Max Coins: 16
The last of the “Above the Clouds” level is located within course 10. This one is a red coin mission where a sky boat takes you around some platforms surrounding a tower in the sky. No other coins or enemies are present so the total adds like this:
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Total: 16 coins
SC8: Gloomy Ambience 2: The Giant Desk[]
- Max Coins: 39
This stage will be located in a house basement, where a bunch of other Nintendo games references are. The Giant Desk has a total of 39 obtainable coins. These are represented as follows:
- Yellow coins: Total of 14 – From a ring of 8 coins, a line of 5 coins and a single coin from the calculator.
- Enemy coins: Total of 9 – From three Grand Goombas.
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Total: 45 coins
The calculator coin is particularly interesting. If you were to input 2672 a coin will spawn. This number represents the total obtainable coins in vanilla Super Mario 64. A notebook with a broken-down list for the total coins on each level, secret course, Bowser Stage and even overworld from that game is sited in the middle of the stage. This trick is repeatable, meaning that if you keep entering 2672 you can start coin duplication, but as per rule of this guide, we will only take a single one.
SC9: Luna Park[]
- Max Coins: 60
The Moon Park is a cute amusement park located in, you guessed it, the moon. Luna has a simple layout with many attractions for Mario (and Yoshi) to ride and collect red coins. Aside from them, we have some Goomba we have to defeat to get their coins. Coins here are as follows:
- Yellow coins: Total of 31 – From 2 rings of 8 coins and 3 lines of 5 coins.
- Enemy coins: Total of 13 – From 13 Goombas.
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Total: 60 coins
SC10: Cut-Out Content: Rising Volcano[]
- Max Coins: 45
Cut-out Content is still accessible by clipping and entering an invisible pipe behind course 12’s fence. It contains a star that, even if collected, will not be added to the total star count. In terms of coins, here is the distribution:
- Yellow coins: Total of 45 – From 2 rings of 8 coins and 6 lines of 5 coins, one of which, is out of bounds.
- Total: 45 coins

Unobtainable coin
The hardest part of this stage is collecting all of the coins in the middle of the risen lava. If you are able to reach the ending hallway, the lava will start to fluctuate so you can rest a while. Fortunately, no enemies are present. This stage should have 46 total obtainable coins, but, funny enough, one of the coins from a vertical line in the hallway section clips through the ceiling and is unobtainable by conventional means. This means we’ll end with a more satisfying 45-coin count.
MG: Toad House: Minigame-Bonanza[]
So, before tackling the Boss stages, let’s talk about some mini-games! After you collect your 20th star in the game, a Toad House will appear next to Peach's Castle. In here, you can enter and participate in minigames if you’ve unlocked them by completing the Rainbow Coin Challenges in Super Sugar Sweetland, Sky-High Islands and Luna Park. The one unlocked by completing the Luna Park challenge does not contain coins so we'll skip it. Now, for the ones with coins!
King of the Log[]
- Max Coins: 25
King of the Log is a minigame where you traverse a poisonous swamp in a spinning log. Along the way, coins are scattered and you must collect enough to achieve a new high score to get the star. Actually, you’re able to get all 25 of them in time! If you position your camera just right, you'll be able to get them.
Flower Shower[]
- Max Coins: 125-150?
It appears this mini-game has a hidden value that determines if a thrown coin is yellow or blue. Chances appear to be decided prior to starting the minigame. A calculation this guide’s repeated attempts show that the coin total might be a range between 125-150 coins. Code digging is still needed to further confirm this data.
B1: Bowser's Fiery Castle[]
- Max Coins: 56
Bowser's Fiery Castle is the first “Bowser Level” in this hack. We will refer to them as “Boss Stages” as Bowser is not the main antagonist in the hack as you may already know. 56 coins are obtainable in this stage, but as mentioned before, this being a “special course” will not show you how many coins you have currently until you beat it. So, here are the locations in this stage:
- Yellow coins: Total of 27 – In groups of 5, 8, 5, 1 and 8.
- Enemy coins: Total of 13 – From 3 Goombas, 8 Bullies and 2 Bob-ombs.
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Total: 56 coins
Before defeating Bowser, you should collect the coins from each of the Bob-ombs on each side of the bridge. These are valid to collect as even if you try to defeat an already defeated Bob-omb, the coin will be already marked as collected, so no duplications here.
B2: Shadow Factory[]
- Max Coins: 16
The creepy factory serving as the game's second Boss Stage is a vertical level that contains a red coin mission. Fortunately, no enemies or yellow coins are located in here, so the total amount is like this:
- Red coins: Total of 8 – Adding to 16 coins total from them.
- Total: 16 coins
B3: Rashay’s Moon Cellar[]
- Max Coins: 56
Rashay's Moon Cellar works as the third and final boss stage of the game. It consists of a platform surrounded by four elemental spires and the final boss arena. Coins are scattered between all of these sections, and to tidy it up, we’ll tackle it counter clockwise starting from the Ice Spire. Here is how many coins are in each section:
Ice Spire
- Total Coins: 4
The Ice Spire contains only two red coins. This sums up for a total of 4 coins.
Electric Spire[]
- Total Coins: 13
The Electric Spire contains two red coins and three spiders (re-skinned Scattlebugs). This sums up for a total of 13 coins in total. The scattlebugs in particular are a little annoying as sometimes they tend to tackle and fall off the cliff.
Cloud Spire[]
- Total Coins: 4
The Cloud Spire contains two red coins.
Lava Spire[]
- Total Coins: 5
The Lava Spire contains two red coins and a single Bully. The Bully can prove a little difficult to defeat as there’s a singular lava river in the lower floor of the tower and you must collect the coin of the Bully before it falls again in the lava. Another thing to consider is that the Bully might recoil a lot and this may cause him to fall off the edge. Be cautious.
Now that we’ve tackle all of the towers, let’s get to Rashay himself!
Moon Arena[]
- Total Coins: 16
Rashay's arena contains a total of two-coin rings. Each of them containing 8 coins, meaning for the boss fight you can collect 16 total coins. These will aid you in recovering health in the first two phases. With that, we've finished our coin collecting travesty!