All of these abilities so far have been associated with fixed buttons, and aren't configurable; now let's get into the tools which you can assign to the buttons. First, we'll discuss how to aim many of your tools. By holding an aimable tool button, you'll enter aim mode; move the l-stick in a direction to point your weapon (whether it be your Wonder Wand or something else), then release the tool button to fire, or press the OK button to cancel.
There are many magical spells you can use at your disposal, such as fireballs, lightning bolts, icicle sprays, wind gusts, all of which are useful in different contexts. In this case, we'll use Alakazam, assigned to the left face button (green.) This spell will unleash a powerful magical explosion upon the first thing it collides with. Naturally, you can use this to blow up rocks and ice blocks, but it's more fun to fire it at your feet to toss yourself around, like you're some kind of soldier or something. The astute observer will notice the tokens with daisy insignias flying out of you whenever you shoot a spell; this is due to the cost of the spell (literally), and if you so happen to not have enough tokens, then you cannot cast it. You'll see this more as we go on.
Have you ever wanted to experience what it's like to be a helicopter? Well, just eat the Tornado Truffle, and you'll find you have a much higher tolerance to spinning around like a maniac. Mash this tool to build up twister power; eventually you'll lift right off the ground! Be careful, however; too much of this and you'll get dizzy, which will stun you for a few seconds.
Another explosive in your toolkit are your Berry Bombs. Unlike Alakazam, you can carry these around, place them where you want, push them, throw them, and lodge them into places that are normally hard to get to. They can also act as extra weight, in case you ever find a set of switches that need more than one person; just note that they'll blow up in a few short seconds, so you'll have to be quick! As with other explosives, they'll throw you around and destroy weak walls and objects.
On the note of objects you can carry, if you throw them in midair, you'll experience an opposite force that propels you in the other direction; this gets stronger the longer you charge up your throw. While unintentional, you can use berry bombs to effectively give you the power to scale any height--not that you need this when you can just place three or four of them near you and blast yourself into space anyway. Something to keep in mind.
And if having your own private berry-fueled space program wasn't enough, you can also collect the Rainbow Rootbeer to give yourself the power of flight. By holding L (L1), you'll enter glide mode; tilt the l-stick down to tilt your nose up, and up to tilt your nose down, much like aircraft. Just be careful: if you hit anything that's not solid ground, you'll smash your face in and fall down, and your tokens will spill out of your pockets and you'll have to pick them back up! Terrible! On the upside, doing loop-de-loops is cool.
And, of course, you can combine tech together. This combination practically makes it so you never have to touch the ground if you don't want to. A game where all of the floor is lava doesn't seem so scary now, so long as the designer is kind enough to give you tools like this.
There's a lot of other tools I've yet to show you, like Presto Gusto, Presto Flamo, The Dapper Slapper, The Chaser Chocolate, Duo Duplico, The Shamash Shamshir, The Lilly Looking Glass, Tellulah and all of her mini-upgrades--the list goes on! For now, let's discuss those objects we saw in the background: foods of various sorts, among other things that might belong in a slot machine. These are closest in nature to coins, notes, pellets, bananas, and whatever other small-form collectable you can think of. The idea here is, if you manage to collect 3 of the same kind of thing, you'll get rewarded with tokens. As you've seen, tokens are important for you to be able to afford to use many of your tools, though they're also valuable in spending them on upgrades in shops. Different combos give you different token rewards; designers can pick and choose which collectables to use and in what contexts. Say, if there's a more difficult pathway you can take, you can make a promise with the player with a high-value match by placing just one at the start, perhaps another in the middle, and finally giving them the full reward at the end. Because you only get tokens when you collect all 3, there's some contractual play: "you'll get all these tokens, but only if you go the whole way."
The highest value match are bells, which give you 999 tokens; cherries only give 5. Everything is adjusted around these amounts. High value matches can be used sparingly; perhaps you'll put one, or all three, in a super secret spot. Smaller matches, like cherries, grapes, and strawberries, can be used liberally to draw the player in whatever directions you'd like them to go.
Were you wondering what those two tools were on the d-pad? The one that looks like an evil spirit--is! The Spiteful Sporty Spirit will give you tremendous powers--higher movement speed, turbogliding, faster and higher superjumps, faster and stronger throws--just about anything you can do, she'll make you that much better at it. Of course, there's a catch; you'll drain 10 tokens per second while she's possessing you! Such exorbitant rates!--but you never know, maybe it's worth it, if it means you can eke out a slightly faster completion time, or make an otherwise impossible section possible. Just be sure to cancel out when you're done, you might need those tokens. You'll always know when it's active, as you'll give off an eerie red trail that shines of diamonds.