Red-Hot Run: Difference between revisions

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'''Red-Hot Run''' is the third level of [[World Castle]].  It is unlocked by completing [[Fort Fire Bros.]], and it's own completion unlocks [[Boiling Blue Bully Belt]].  It is a 100-second level, like [[Pretty Plaza Panic]] and [[Backstreet Bustle]], but considerably longer, thus incorporating the use of [[Boost Pad|Dash Panels]].  The characters must speed through several areas containing spiked rollers and [[Donut Lift|Donut Lifts]] atop somewhat narrow platforms.  [[Clear Pipe|Clear Pipes]] are used to travel to other sections of the level.
'''Red-Hot Run''' is the third level of [[World Castle]].  It is unlocked by completing [[Fort Fire Bros.]], and its own completion unlocks [[Boiling Blue Bully Belt]].  It is a 100-second level, like [[Pretty Plaza Panic]] and [[Backstreet Bustle]], but considerably longer, thus incorporating the use of [[Boost Pad|Dash Panels]].  The characters must speed through several areas containing spiked rollers and [[Donut Lift|Donut Lifts]] atop somewhat narrow platforms.  [[Clear Pipe|Clear Pipes]] are used to travel to other sections of the level.


==Green Stars==
==Green Stars==

Revision as of 19:50, January 17, 2014

Red-Hot Run is the third level of World Castle. It is unlocked by completing Fort Fire Bros., and its own completion unlocks Boiling Blue Bully Belt. It is a 100-second level, like Pretty Plaza Panic and Backstreet Bustle, but considerably longer, thus incorporating the use of Dash Panels. The characters must speed through several areas containing spiked rollers and Donut Lifts atop somewhat narrow platforms. Clear Pipes are used to travel to other sections of the level.

Green Stars

  • Green Star 1: At the end of the first section, if the right path is chosen at the beginning.
  • Green Star 2: At the beginning of the second section, the player must go through a green star ring and collect the green coins that appear.
  • Green Star 3: Near the end of the second section, the player must take the middle path and jump through the spiked rollers.

Stamp

Shortly after the second star, the player must take the path on the left past the spiked rollers, and jump over a gap.

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