Editing Secret exit
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====''New Super Mario Bros.'' series==== | ====''New Super Mario Bros.'' series==== | ||
[[File:NSMBW World 1-3 Secret Exit.png|thumb|right|[[World 1-3 (New Super Mario Bros. Wii)|World 1-3]]'s secret exit in ''[[New Super Mario Bros. Wii]]'']] | [[File:NSMBW World 1-3 Secret Exit.png|thumb|right|[[World 1-3 (New Super Mario Bros. Wii)|World 1-3]]'s secret exit in ''[[New Super Mario Bros. Wii]]'']] | ||
Secret exits are featured in all ''New Super Mario Bros.'' games, functioning similarly to ''Super Mario World'' | Secret exits are featured in all ''New Super Mario Bros.'' games, functioning similarly to ''Super Mario World''’s incarnation; unlocking the path to shortcuts, optional stages, and new to the series, [[Warp Cannon]]s that send the player to later worlds. Unlike ''Super Mario World'' and more like ''Super Mario Land 2''{{'}}s version, they are completely unmarked in the overworld. | ||
Instead of the standard black-flagged [[Goal Pole]] and brown [[fortress]], they | Instead of the standard black-flagged [[Goal Pole]] and brown [[fortress]], they're marked by a [[Goal Pole (secret)|red-flagged Goal Pole]] and (from ''[[New Super Mario Bros. Wii]]'' onwards) a dark gray fortress. Just like in previous games, they are required for 100% completion. Every Ghost House in the ''New Super Mario Bros.'' series contains a secret exit. Conversely, there are no secret exits in castles or [[airship]]s. In the ''New Super Mario Bros.'' series starting with ''New Super Mario Bros. Wii'', after [[Mario]] jumps off a secret exit's Goal Pole, he says, ''"Hoo hoo! This way!"'' and after [[Luigi]] jumps off a secret exit's Goal Pole, he says, ''"Ho ho! Secret. Shh."'' | ||
=====''New Super Mario Bros.''===== | =====''New Super Mario Bros.''===== | ||
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Due to the game's more open structure compared to its predecessors, secret exits are deemphasized, serving more as bonus objectives within a level to obtain an extra Wonder Seed and/or unlock optional levels. They are still required for 100% completion, as they provide Wonder Seeds and access to new levels. | Due to the game's more open structure compared to its predecessors, secret exits are deemphasized, serving more as bonus objectives within a level to obtain an extra Wonder Seed and/or unlock optional levels. They are still required for 100% completion, as they provide Wonder Seeds and access to new levels. | ||
There are only seven secret exits in the entire game, with the [[Petal Isles]], [[Shining Falls]], [[Fungi Mines]], and [[Special World]] lacking any. Additionally, five levels in the game ([[Jump! Jump! Jump! (level)|Jump! Jump! Jump!]], [[The Final Trial: Zip Track Dash]], [[An Uncharted Area: Wubba Ruins]], [[ | There are only seven secret exits in the entire game, with the [[Petal Isles]], [[Shining Falls]], [[Fungi Mines]], and [[Special World]] lacking any. Additionally, five levels in the game ([[Jump! Jump! Jump! (level)|Jump! Jump! Jump!]], [[The Final Trial: Zip Track Dash]], [[An Uncharted Area: Wubba Ruins]], Another [[Uncharted Area: Swaying Ruins]], and [[A Final Uncharted Area: Poison Ruins]]) feature a second Goal Pole with a black flag, dark gray base, aand no fortress/Poplin house. These do not grant a Wonder Seed, and are therefore not required to achieve 100% completion. | ||
Although they do not quite function like secret exits, [[Royal Seed Mansion]] and [[Operation Poplin Rescue]] unlock an extra path leading to their world's respective Special World level ([[Shining Falls Special Triple Threat Deluge]] and [[Fungi Mines Special Dangerous Donut Ride]]) when revisited. | Although they do not quite function like secret exits, [[Royal Seed Mansion]] and [[Operation Poplin Rescue]] unlock an extra path leading to their world's respective Special World level ([[Shining Falls Special Triple Threat Deluge]] and [[Fungi Mines Special Dangerous Donut Ride]]) when revisited. |