Pumpkin Zone Level 2: Difference between revisions
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{{ | {{level infobox | ||
|image=[[File:Pumpkin Zone Area 2 SML2.png]] | |image=[[File:Pumpkin Zone Area 2 SML2.png]] | ||
|world=[[Pumpkin Zone]] | |world=[[Pumpkin Zone]] | ||
|game=''[[Super Mario Land 2: 6 Golden Coins]]'' | |game=''[[Super Mario Land 2: 6 Golden Coins]]'' | ||
|limit=400 seconds | |limit=400 seconds | ||
|before=[[ | |before=[[Bat Course|<<]] | ||
|after=[[Pumpkin Zone Level 3|>>]] [[ | |after=[[Pumpkin Zone Level 3|>>]] | ||
|secret=[[Secret Course 4|**]] | |||
|sample=[[File:SML2 Tree Zone 2.oga]] | |||
}} | }} | ||
'''Pumpkin Zone Level 2'''<ref>Campbell, Stuart. ''Game Boy Game Secrets, 1999 Edition'' Prima's Official Strategy Guide. Page 94.</ref> is the second level | '''Pumpkin Zone Level 2'''<ref>Campbell, Stuart. ''Game Boy Game Secrets, 1999 Edition'' Prima's Official Strategy Guide. Page 94.</ref> is the second level of the [[Pumpkin Zone]] in ''[[Super Mario Land 2: 6 Golden Coins]]''. This level takes place in a haunted graveyard and contains many enemies inspired by {{wp|Japanese folklore}}. | ||
==Layout== | ==Layout== | ||
The level starts out with two [[ | The level starts out with two [[Bero]] and some gravestones. There are then three [[Karakara]] and a [[? Block]]. Next are a couple [[Piranha Plant]]s in [[Warp Pipe|pipe]]s, with a [[Fireball Boy]] above them. The third pipe takes [[Mario]] to an area with water, a [[Cheep Cheep|Cheep-Cheep]], and a few [[Hidden Block]]s, one of which contains a [[Fire Flower]]. After that are a few [[Kyororo]] with another Fireball Boy, followed by the [[Bell (Super Mario Land 2: 6 Golden Coins)|Mid-Point Bell]]. There is then a submerged pipe Mario must enter to get underground. | ||
Mario lands in water, and must fall to the bottom, go past the two Cheep Cheeps to the right, and swim up to reach a pipe which takes him to an area with more pipes and some [[Boo]]s. Here, there is also a [[Super Mushroom|Mushroom]] and a [[1 UP Heart|1-Up Heart]]. The next section consists of many blocks Mario can [[Spin Jump]] on to break, allowing him to reach some [[coin]]s, a Fire Flower, another 1-Up Heart, and a [[Carrot]] along the way | Mario lands in water, and must fall to the bottom, go past the two Cheep-Cheeps to the right, and swim up to reach a pipe which takes him to an area with more pipes and some [[Boo]]s. Here, there is also a [[Super Mushroom|Mushroom]] and a [[1 UP Heart|1-Up Heart]]. The next section consists of many blocks Mario can [[Spin Jump]] on to break, allowing him to reach some [[coin]]s, a Fire Flower, another 1-Up Heart, and a [[Carrot]] along the way. | ||
As soon as Mario makes it above-ground, there is a ? Block which contains a [[Super Star|Star]]. There are more Kyororo on the roofs, with another ? Block nearby next to a few Bero. Below that is a hidden area underwater with a pipe at the end blocked by blocks Mario can Spin Jump on to break. He can then enter the pipe to get to an area with a Kyororo, three Bero, and a door he can enter to unlock [[Secret Course 4]]. If Mario chooses to keep going right, he will encounter some more Karakara, followed directly by the [[Goal (Super Mario Land 2: 6 Golden Coins)|Goal]]. | |||
==Enemies== | ==Enemies== | ||
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"style="text-align: center" | {|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"style="text-align: center" | ||
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|- | |- | ||
|[[File:Bero.png]] | |[[File:Bero.png]] | ||
|[[ | |[[Bero]] | ||
|24 | |24 | ||
|- | |- | ||
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|- | |- | ||
|[[File:SML2Fboi.png]] | |[[File:SML2Fboi.png]] | ||
|[[ | |[[Fireball Boy]] | ||
|2 | |2 | ||
|- | |- | ||
|[[File:SML2CheepCheep.png]] | |[[File:SML2CheepCheep.png]] | ||
|[[Cheep Cheep]] | |[[Cheep Cheep|Cheep-Cheep]] | ||
|8 | |8 | ||
|- | |- | ||
Line 61: | Line 62: | ||
|GerM=Monster Temple Level | |GerM=Monster Temple Level | ||
|Ita=Tempio infestato<ref>''[[Super Mario Bros. Encyclopedia|Super Mario Bros. Enciclopedia]]''; pag. 77</ref> | |Ita=Tempio infestato<ref>''[[Super Mario Bros. Encyclopedia|Super Mario Bros. Enciclopedia]]''; pag. 77</ref> | ||
|ItaM= | |ItaM=Haunted temple | ||
}} | }} | ||
==References== | ==References== | ||
<references/> | <references/> | ||
{{SML2}} | {{SML2}} | ||
[[Category:Haunted areas]] | |||
[[Category:Super Mario Land 2: 6 Golden Coins levels]] | [[Category:Super Mario Land 2: 6 Golden Coins levels]] |
Revision as of 15:27, January 30, 2024
Level | |||
---|---|---|---|
Pumpkin Zone Level 2 | |||
World | Pumpkin Zone | ||
Game | Super Mario Land 2: 6 Golden Coins | ||
Time limit | 400 seconds | ||
| |||
<< Directory of levels >> ** |
Pumpkin Zone Level 2[1] is the second level of the Pumpkin Zone in Super Mario Land 2: 6 Golden Coins. This level takes place in a haunted graveyard and contains many enemies inspired by Japanese folklore.
Layout
The level starts out with two Bero and some gravestones. There are then three Karakara and a ? Block. Next are a couple Piranha Plants in pipes, with a Fireball Boy above them. The third pipe takes Mario to an area with water, a Cheep-Cheep, and a few Hidden Blocks, one of which contains a Fire Flower. After that are a few Kyororo with another Fireball Boy, followed by the Mid-Point Bell. There is then a submerged pipe Mario must enter to get underground.
Mario lands in water, and must fall to the bottom, go past the two Cheep-Cheeps to the right, and swim up to reach a pipe which takes him to an area with more pipes and some Boos. Here, there is also a Mushroom and a 1-Up Heart. The next section consists of many blocks Mario can Spin Jump on to break, allowing him to reach some coins, a Fire Flower, another 1-Up Heart, and a Carrot along the way.
As soon as Mario makes it above-ground, there is a ? Block which contains a Star. There are more Kyororo on the roofs, with another ? Block nearby next to a few Bero. Below that is a hidden area underwater with a pipe at the end blocked by blocks Mario can Spin Jump on to break. He can then enter the pipe to get to an area with a Kyororo, three Bero, and a door he can enter to unlock Secret Course 4. If Mario chooses to keep going right, he will encounter some more Karakara, followed directly by the Goal.
Enemies
Sprite | Name | Count |
---|---|---|
Bero | 24 | |
Karakara | 7 | |
Piranha Plant | 2 | |
Fireball Boy | 2 | |
Cheep-Cheep | 8 | |
Kyororo | 8 | |
Boo | 2 |
Level map
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | 妖怪寺コース[2] Yōkaidera Kōsu |
Yōkai Monastery Course |
German | Monstertempel-Level |
Monster Temple Level |
Italian | Tempio infestato[3] |
Haunted temple |
References
- ^ Campbell, Stuart. Game Boy Game Secrets, 1999 Edition Prima's Official Strategy Guide. Page 94.
- ^ 「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 62.
- ^ Super Mario Bros. Enciclopedia; pag. 77