Friday, December 15, 2017

PrinceWatercress plays Super Mario Land 2: 6 Golden Coins - Part 1 of 9


It's time to get the six golden coins again, and this time I'm the one doing it.

All maps by RyuMaster.


The House



The map is pretty cool. You can hold B and move around with the Control Pad to look around. You'll have to play the one-time-only intro level before you can do anything else.

Thankfully, it's pretty straight-forward. Grabbing a Starman and killing five enemies before its power wears off (and the music ends) will give you a one-up, as will every subsequent enemy. The blocks with the eyes that look like the spin blocks in Super Mario World are destructible only by fireballs. Down+A lets you spin-jump, which lets you destroy all the regular breakable blocks from above (and take out certain enemies for good, such as Koopas).

If you touch a Fire Flower, Mario will have a feather on his head, because 1992 and monochrome. Also, hearts act as 1-Ups, just like in the prequel.

Bells act as continue points, so if you die and have a life remaining, you'll start there when you enter the level again.

The bell above the goal door activates the bonus game. Here, you can get a power-up...or probably nothing, if the crane can't grab anything.

There is also an enemy counter on the HUD at the bottom. If you kill 100, you'll get a heart to drop down from the sky, which you can grab for an extra life.

If you get hit while Fire Mario (or any other power), 

Tree Zone


You'll have to complete the first two levels before you can enter the tree.

Outside of Tree



The armadillos can only be beaten up when they're not glowing. If you're Fire Mario, however, you can fry them with the fireballs at any time.

The moles that come out of the ground cannot be destroyed while they're coming out of the ground. You'll have to wait for them to come out of the open before you can beat them.

At one point in the level, the clouds form a finger that points up. If you follow it, you'll hit some invisible blocks that lead to a 1-up.

There are some invisible blocks before the continue point. The third block in the set contains a hidden 1-Up.

Wait for the dragonflies to come to your level before stomping on them.

There are some more invisible blocks near the end, which all lead to more coins.

Also, there's a second bonus game for the bell. Hit one of the switches. If the spark touches an intersection, it has to change direction. The mice further dictate where the spark can go by blocking paths as if they didn't exist. It's like one of those Japanese lotto games or something.

Entrance to Tree



The gel-like stuff is like water you can jump through. Just keep jumping to swim through it. Also, love the cowfish.

If you take a hit as Fire Mario, you become Super Mario instead of Small Mario. That's nice.

Yes, that is an exploding Koopa. It only turns into a bomb if you jump on it, thankfully.

If you go down the path with all the cowfish, you'll be able to find the secret level.

The Carrot makes you Bunny Mario. Keep tapping A when you're Bunny Mario to fly past spike pits. Having a running start also helps.

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