Donut Plains 1: Difference between revisions
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===Special Areas=== | ===Special Areas=== | ||
Just after the two [[Rotating Block]]s that contain coins, there is an upside down [[Warp Pipe]] only accessible if the yellow [[Exclamation Mark Block|! Block]]s are filled out. The pipe takes Mario to a bonus game where he can win up to five [[Extra | Just after the two [[Rotating Block]]s that contain coins, there is an upside down [[Warp Pipe]] only accessible if the yellow [[Exclamation Mark Block|! Block]]s are filled out. The pipe takes Mario to a bonus game where he can win up to five [[Extra life|extra lives]] by hitting [[Question Block|? Block]]s in the correct order. The exact same game returns later several times in ''Super Mario World''. If the player takes this route, they have to backtrack to get the halfway point. | ||
When emerging from this bonus room, the player may enter the Warp Pipe to the left. This guides Mario to a special area where he can test his flying skills. A Cape Feather provides him with a Cape, if he does not already have one, and a [[Triangular Block]] allows him to cross some high Pipes that are blocking the way. Behind the Pipes, there is a large amount of Coins, 500 of them to be exact, some of which can only be reached by using the Cape. The challenge is to get all 500 coins in there. | When emerging from this bonus room, the player may enter the Warp Pipe to the left. This guides Mario to a special area where he can test his flying skills. A Cape Feather provides him with a Cape, if he does not already have one, and a [[Triangular Block]] allows him to cross some high Pipes that are blocking the way. Behind the Pipes, there is a large amount of Coins, 500 of them to be exact, some of which can only be reached by using the Cape. The challenge is to get all 500 coins in there. |
Revision as of 17:34, January 2, 2016
Template:Articleabout Template:Level Donut Plains 1 is the first level of the Donut Plains area in Super Mario World. The level is most notable for introducing the Cape Feather, which means this is the first time Mario or Luigi can turn into Cape Mario or Cape Luigi ever. It is also the first level in the game to have two different exits. Furthermore, Donut Plains 1 introduces several new enemies, the most notable ones being Super Koopas and Volcano Lotus. The level has a grassland theme.
Overview
Throughout the level, Super Koopas fly towards the player. The ones wearing a blinking Cape give it to Mario when stomped. Using the power of the Cape, the player is able to fly and reach Coins and cloud platforms up in the sky. The Player has 400 seconds on the Timer to complete this level. This level contains five Dragon Coins. There is a Message Block at the end which explains that areas marked with a red dot on the map have two different exits.
Special Areas
Just after the two Rotating Blocks that contain coins, there is an upside down Warp Pipe only accessible if the yellow ! Blocks are filled out. The pipe takes Mario to a bonus game where he can win up to five extra lives by hitting ? Blocks in the correct order. The exact same game returns later several times in Super Mario World. If the player takes this route, they have to backtrack to get the halfway point.
When emerging from this bonus room, the player may enter the Warp Pipe to the left. This guides Mario to a special area where he can test his flying skills. A Cape Feather provides him with a Cape, if he does not already have one, and a Triangular Block allows him to cross some high Pipes that are blocking the way. Behind the Pipes, there is a large amount of Coins, 500 of them to be exact, some of which can only be reached by using the Cape. The challenge is to get all 500 coins in there.
Shortly after the ? Block that contains Yoshi, there are four Turning Blocks with a Chargin' Chuck below. The rightmost block, when hit, releases a Beanstalk that takes the player to the third Dragon Coin. The platform with the Coin is also reachable by flying.
Exits
Donut Plains 1 is the first level to have more than one exit. The regular exit, marked by the Giant Gate, opens the way to Donut Plains 2 in the northwest of Dinosaur Land. When playing the level for the first time, the green Dotted Line Blocks towards the end of the level are not be filled out, so Mario can easily pass through and head to the Giant Gate.
If the player has already visited the Green Switch Palace and turned the green Dotted Line Blocks into ! Blocks, he or she is able to take the second exit. When running up the blocks using the Triangular Block at the ground, Mario comes across a Key with a Keyhole right next to it. Putting both together finishes the level. Instead of heading northwest, Mario uses a path going north into the lake, leading to Donut Secret 1 if he found the secret exit. This is possible without the Green Switch Palace, if the player uses the Cape Feather.
Enemies
- Super Koopa
- Beach Koopa
- Chargin' Chuck
- Volcano Lotus
- Koopa Paratroopa
- Koopa Troopa
- Jumping Piranha Plant