Donut Plains 1: Difference between revisions
mNo edit summary |
m (maintenance) |
||
Line 7: | Line 7: | ||
|difficulty=Easy | |difficulty=Easy | ||
|notes=The level introduces the [[Cape Feather]] (which provides the player with a [[Cape]]), the [[Triangular Block]], and the enemies [[Super Koopa (species)|Super Koopa]], [[Volcano Lotus]] and baseball-throwing [[Chargin' Chuck]]s. There is a secret exit towards the end of the level, leading to [[Donut Secret 1]]. | |notes=The level introduces the [[Cape Feather]] (which provides the player with a [[Cape]]), the [[Triangular Block]], and the enemies [[Super Koopa (species)|Super Koopa]], [[Volcano Lotus]] and baseball-throwing [[Chargin' Chuck]]s. There is a secret exit towards the end of the level, leading to [[Donut Secret 1]]. | ||
|before= [[1 Iggy's Castle|<<]] | |before=[[1 Iggy's Castle|<<]] | ||
|after= [[Donut Plains 2|>>]] | |after=[[Donut Plains 2|>>]] | ||
|secret= [[Donut Secret 1|**]] | |secret=[[Donut Secret 1|**]] | ||
}} | }} | ||
'''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]] turn into [[Cape Mario|Cape Mario/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 Koopa (species)|Super Koopa]]s and [[Volcano Lotus]]. The level has a grassland theme. | '''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]] turn into [[Cape Mario|Cape Mario/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 Koopa (species)|Super Koopa]]s and [[Volcano Lotus]]. The level has a grassland theme. | ||
Line 17: | Line 17: | ||
===Special Areas=== | ===Special Areas=== | ||
Just after the two [[Turning 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|1-Ups]] by hitting [[Question Block|? Block]]s in the correct order. The exact same game will return later several times in ''Super Mario World''. If the player takes this route, | Just after the two [[Turning 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|1-Ups]] by hitting [[Question Block|? Block]]s in the correct order. The exact same game will return later several times in ''Super Mario World''. If the player takes this route, they will 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 will provide 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, some of which can only be reached by using the Cape. | 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 will provide 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, some of which can only be reached by using the Cape. | ||
Line 23: | Line 23: | ||
Shortly after the ? Block that contains [[Yoshi]], there are four Turning Blocks with a Chargin' Chuck below. The rightmost block, when hit, will release a [[Beanstalk]] that takes the player to the third Dragon Coin. The platform with the Coin is also reachable by flying. | Shortly after the ? Block that contains [[Yoshi]], there are four Turning Blocks with a Chargin' Chuck below. The rightmost block, when hit, will release a [[Beanstalk]] that takes the player to the third Dragon Coin. The platform with the Coin is also reachable by flying. | ||
==Exits== | ===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 Block]]s towards the end of the level will not be filled out, so Mario can easily pass through and head to the Giant Gate. | 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 Block]]s towards the end of the level will not be filled out, so Mario can easily pass through and head to the Giant Gate. | ||
Revision as of 23:51, January 8, 2011
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 turn into Cape Mario/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 will fly towards the player. The ones wearing a blinking Cape will 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 will have 400 seconds on the Timer to complete this level. This level contains five Dragon Coins. There is a Hint Block at the end which explains that red dot areas have two different exits.
Special Areas
Just after the two Turning 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 1-Ups by hitting ? Blocks in the correct order. The exact same game will return later several times in Super Mario World. If the player takes this route, they will 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 will provide 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, some of which can only be reached by using the Cape.
Shortly after the ? Block that contains Yoshi, there are four Turning Blocks with a Chargin' Chuck below. The rightmost block, when hit, will release 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 will 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 will be able to take the second exit. When running up the blocks using the Triangular Block at the ground, Mario will come across a Key with a Keyhole right next to it. Putting both together will finish the level. Instead of heading northwest, there will be a path going north into the lake, leading to Donut Secret 1. This is possible without the Green Switch Palace if the player uses the Cape Feather.