Donut Plains 2: Difference between revisions

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|game=''[[Super Mario World]]''
|game=''[[Super Mario World]]''
|difficulty=Easy
|difficulty=Easy
|notes=An auto-scroll and the first underground level in the game. It introduces several enemies: [[Buzzy Beetle]]s, [[Swooper]]s and [[Spike Top]]s. The level has a secret exit only accessible with a [[Cape]] or a [[Yoshi (species)|Yoshi]]. Taking this exit leads to the [[Green Switch Palace]].
|notes=An auto-scroll and the first underground level in the game. It introduces several enemies: [[Buzzy Beetle]]s, [[Swooper]]s and [[Spike Top]]s. The level has a secret exit only accessible with a [[Cape]], a [[Koopa Shell|Shell]] or a [[Yoshi (species)|Yoshi]]. Taking this exit leads to the [[Green Switch Palace]].
|before= [[Donut Plains 1|<<]]
|before= [[Donut Plains 1|<<]]
|after= [[Donut Ghost House|>>]]
|after= [[Donut Ghost House|>>]]
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Another way that leads to the [[Ghost House]] is to enter the Warp Pipe mentioned above. Mario will enter a special room with a [[Chargin' Chuck]] kicking footballs at him. The auto-scrolling will also stop. At the end of the room, there is a Warp Pipe leading to the Giant Gate.
Another way that leads to the [[Ghost House]] is to enter the Warp Pipe mentioned above. Mario will enter a special room with a [[Chargin' Chuck]] kicking footballs at him. The auto-scrolling will also stop. At the end of the room, there is a Warp Pipe leading to the Giant Gate.


With the third exit, Mario will be able to reach the Green Switch Palace. This, however, requires to have either [[Yoshi]] or a [[Cape]]. First, Mario has to enter the special room like above. Yoshi may eat the [[Blue Shell]] at the end of the room, which gives him the ability to fly. He can fly up where the [[Turning Block]]s are, and pass through a narrow gap where the player will find [[Key]] and [[Keyhole]]. The Key can also be reached by flying through it as [[Cape Mario]] or [[Cape Mario|Luigi]]. Additionally, the uppermost Turning Block releases a [[Beanstalk]] when hit, which makes passing through the gap easier. When the player puts the Key into the hole, a new way westwards will open which takes him or her to the Green Switch Palace.
With the third exit, Mario will be able to reach the Green Switch Palace. This, however, requires to have either [[Yoshi]], a [[Shell]] or a [[Cape]]. First, Mario has to enter the special room like above. Yoshi may eat the [[Blue Shell]] at the end of the room, which gives him the ability to fly. He can fly up where the [[Turning Block]]s are, and pass through a narrow gap where the player will find [[Key]] and [[Keyhole]]. The Key can also be reached by flying through it as [[Cape Mario]] or [[Cape Mario|Luigi]]. Additionally, the uppermost Turning Block releases a [[Beanstalk]] when hit, which makes passing through the gap easier. Alternatively, this Block can be hit with the Shell. The player  can use the other three Turning Blocks as stairs to get to the vine, or he can simply fly up. When the player puts the Key into the hole, a new way westwards will open which takes him or her to the Green Switch Palace.


[[Category: Levels]]
[[Category: Levels]]
[[Category: Dinosaur Land]]
[[Category: Dinosaur Land]]
[[Category: Subterranean Areas]]
[[Category: Subterranean Areas]]

Revision as of 07:58, February 21, 2008

Template:Articleabout Template:Level

Donut Plains 2 is an underground level of the Donut Plains area. The level scrolls automatically and has some underground enemies such as Buzzy Beetles and Swoopers. There are three exits in the level. While beating Donut Plains 2 is not compulsory for finishing the game, it is the only possibility to get to the Green Switch Palace.

The whole level features moving yellow platforms that can crush Mario or Luigi.

Exits

While there are virtually no hidden rooms or special areas in Donut Plains 2, the level has three exits, two of which will open the regular way to the Donut Ghost House in the north-east of Donut Plains 2.

Right after the first green ! Block (which is a green Dotted Line Block instead if the green ! Switch has not been activated yet), there is a green upside-down Warp Pipe. The player may ignore this pipe and head right. This can be considered the standard way, as it's the only way to get all the Dragon Coins in the level. Finally Mario will reach the Giant Gate and continue to the Donut Ghost House.

Another way that leads to the Ghost House is to enter the Warp Pipe mentioned above. Mario will enter a special room with a Chargin' Chuck kicking footballs at him. The auto-scrolling will also stop. At the end of the room, there is a Warp Pipe leading to the Giant Gate.

With the third exit, Mario will be able to reach the Green Switch Palace. This, however, requires to have either Yoshi, a Shell or a Cape. First, Mario has to enter the special room like above. Yoshi may eat the Blue Shell at the end of the room, which gives him the ability to fly. He can fly up where the Turning Blocks are, and pass through a narrow gap where the player will find Key and Keyhole. The Key can also be reached by flying through it as Cape Mario or Luigi. Additionally, the uppermost Turning Block releases a Beanstalk when hit, which makes passing through the gap easier. Alternatively, this Block can be hit with the Shell. The player can use the other three Turning Blocks as stairs to get to the vine, or he can simply fly up. When the player puts the Key into the hole, a new way westwards will open which takes him or her to the Green Switch Palace.