Goal (Super Mario Land 2: 6 Golden Coins): Difference between revisions
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===Mario Catcher=== | ===Mario Catcher=== | ||
[[File:Crane Game SML2.png|thumb|left|Mario Catcher.]] | [[File:Crane Game SML2.png|thumb|left|Mario Catcher.]] | ||
In 「マリオキャッチャー<ref name=Shogakukan>{{cite|language=ja|title=「任天堂公式ガイドブック スーパーマリオランド2 6つの金貨」 (''Nintendo Kōshiki Guidebook – Super Mario Land 2: 6 Golden Coins'')|page=23|publisher=[[Shogakukan]]}}</ref>」 (''Mario | In 「マリオキャッチャー<ref name=Shogakukan>{{cite|language=ja|title=「任天堂公式ガイドブック スーパーマリオランド2 6つの金貨」 (''Nintendo Kōshiki Guidebook – Super Mario Land 2: 6 Golden Coins'')|page=23|publisher=[[Shogakukan]]}}</ref>」 (''Mario Kyatchā'', '''Mario Catcher'''), the player has to press the {{button|GB|A}} to make the moving crane drop and collect one of the rewards, which are moving on a conveyor belt. The rewards vary between levels, but usually contain power-ups and 1-ups. Collecting the reward will have it take an immediate effect on [[Mario]]. It is possible for the crane to grab nothing at all. | ||
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Revision as of 04:14, August 28, 2024
The Goal[1] in Super Mario Land 2: 6 Golden Coins is a door found at the end of most levels in the game. The Goal has a bell above it, which will allow the player to play a bonus game[2] (or Bonus Round[3]) when hit. Usually to get to the bell, the player has to jump on platforms or other obstacles to reach it. Some levels also contain a star-marked door that takes the player to a secret exit.
Bonus games
If the player hits the bell, a bonus game begins.
Mario Catcher
In 「マリオキャッチャー[4]」 (Mario Kyatchā, Mario Catcher), the player has to press the to make the moving crane drop and collect one of the rewards, which are moving on a conveyor belt. The rewards vary between levels, but usually contain power-ups and 1-ups. Collecting the reward will have it take an immediate effect on Mario. It is possible for the crane to grab nothing at all.
Amida Game II
In 「アミダゲームⅡ[4]」 (Amida Gēmu II, Amida Game II), players can move Mario to one of four slots where players then press the button to hit a block. Two rats jump around very rapidly on wires, which lead to a Mushroom, a Fire Flower, a Carrot, or a 1-Up Heart. When a block is hit, the rats eat two of the wires, and an electric shock travels to the item, which floats down to Mario and grants him the power-up. If the shock leads to a power-up that the player does not want, then the player can simply press left on the D-Pad to exit the game without obtaining it.
This game is a reference to Amidakuji, as well as the bonus game from Super Mario Land.
Names in other languages
Language | Name | Meaning | Notes |
---|---|---|---|
French | Arrivée du stage[5] | Stage goal | |
Italian | Traguardo[7] | Goal | |
Traguardo nascosto[7] | Hidden goal |
References
- ^ December 1992. Nintendo Power Volume 43. Nintendo of America (American English). Page 46.
- ^ 1992. Super Mario Land 2: 6 Golden Coins instruction booklet. Nintendo of America (American English). Page 17.
- ^ Hamm & Rudolf GmbH, Frankfurt (1994). Super Game Boy Player's Guide. Nintendo of America (American English). Page 21.
- ^ a b 「任天堂公式ガイドブック スーパーマリオランド2 6つの金貨」 (Nintendo Kōshiki Guidebook – Super Mario Land 2: 6 Golden Coins). Shogakukan (Japanese). Page 23.
- ^ Super Mario Land 2: 6 Golden Coins (Virtual Console) French e-manual. Page 8.
- ^ a b October 19, 2015. Super Mario Bros. Hyakka: Nintendo Kōshiki Guidebook, Super Mario Land 2: 6 Golden Coins section. Shogakukan (Japanese). ISBN 978-4-09-106569-8. Page 101.
- ^ a b November 15, 2018. Super Mario Bros. Enciclopedia. Magazzini Salani (Italian). ISBN 889367436X. Page 78.