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{{about|the level in ''[[Super Mario World]]''|the race course introduced in ''[[Super Mario Kart]]''|[[SNES Donut Plains 2]]}}
{{articleabout|the level in ''[[Super Mario World]]''|the course in ''[[Super Mario Kart]]''|[[Donut Plains 2 (course)]]}}
{{level infobox
{{level
|title=Donut Plains 2
|title=Donut Plains 2
|image=[[File:Donut Plains 2.png]]<br>[[Cape Mario|Caped Mario]] and [[Yoshi]] avoiding a sand tide
|image=[[File:Donut Plains 2.PNG]]
|code=2-2
|code=2-2
|world=[[Donut Plains]]
|game=''[[Super Mario World]]''
|game=''[[Super Mario World]]''
|limit=400 seconds
|limit=400 seconds
|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]], a [[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|>>]]
|secret= [[Green Switch Palace|**]]
|secret= [[Green Switch Palace|**]]
}}
}}
'''Donut Plains 2''' is an underground [[level]] of [[Donut Plains]] in ''[[Super Mario World]]''. The level auto-scrolls and has some underground enemies such as [[Buzzy Beetle]]s and [[Swoop]]ers. There are three exits in the level. While beating Donut Plains 2 is not compulsory for finishing the game, it is the only way to get to the [[Green Switch Palace]]. This level is unlocked after the player completes [[Donut Plains 1]], and its own completion unlocks the [[Donut Ghost House]].


The whole level features [[sand tide]]s that can crush [[Mario]] or [[Luigi]].
'''Donut Plains 2''' is an underground level of the [[Donut Plains]] area. The level autoscrolls and has some underground enemies such as [[Buzzy Beetle]]s and [[Swooper]]s. There are three exits in the level. While beating Donut Plains 2 is not compulsory for finishing the game, it is the only way to get to the [[Green Switch Palace]].
 
The whole level features moving yellow platforms that can crush [[Mario]] or [[Luigi]].


==Overview==
==Overview==
The level starts off with Mario or Luigi coming down from a hole above. After that, the screen starts to scroll. Now, the player has to maneuver around sand tides, a few Buzzy Beetles, and Swoopers. After that, the player eventually encounters a few [[Warp Pipe]]s. After going forward a little more, Mario or Luigi encounters the [[Giant Gate]] and finishes the level.
The level starts of with Mario or Luigi out of a pipe. After that, the screen starts to scroll. Now, the player have to maneuver around moving yellow platforms, a few Buzzy Beetles and Swoopers. After that, the player eventually encounters a few [[Warp Pipe]]s. After going forward a little more, Mario or Luigi encounters the gate and finish the level.


The other two exits are in the room after Mario or Luigi enters the Warp Pipe as mentioned below.
The other two exits are in the room after Mario or Luigi enters the Warp Pipe as mentioned below.


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


Right after the first [[! Block|Green Block]] (which is a green [[Dotted-Line Block|Dotted Line Block]] instead if the green [[! Switch]] has not been activated yet), there is an upside-down green Warp Pipe. The player can ignore this pipe and head right. This can be considered the standard way, as it is the only way to get all the [[Dragon Coin]]s in the level. Finally, Mario or Luigi reaches the Giant Gate and continues to the Donut Ghost House.
Right after the first green [[Exclamation Mark Block|! 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 Coin]]s in the level. Finally, Mario reaches 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 or Luigi enters a special room with a [[Chargin' Chuck]] kicking footballs at him. The auto-scrolling also stops. 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 enters a special room with a [[Chargin' Chuck]] kicking footballs at him. The auto-scrolling also stops. At the end of the room, there is a Warp Pipe leading to the Giant Gate.


====Secret exit====
===Secret exit===
This exit requires Mario or Luigi to have either [[Yoshi]], a [[shell]], or a cape. First, Mario or Luigi has to enter the special room like above. Yoshi can eat the [[Blue Shell]] at the end of the room, which gives him the ability to fly. He can fly up where the [[Rotating Block]]s are and pass through a narrow gap where the player finds a [[key]] and [[keyhole]]. The key can also be reached by flying through it as [[Cape Mario|Caped Mario]] or Caped Luigi. Additionally, the uppermost Rotating Block releases a [[Beanstalk]] when hit, making passing through the gap easier. Alternatively, this block can be hit with the shell. The player can use the other three Rotating Blocks as stairs to get to the Beanstalk, or they can simply fly up. When the player puts the key into the keyhole, a new way westwards opens, and it takes them to the Green Switch Palace.
With this exit, Mario is 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 [[Rotating Block|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 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 opens which takes him or her to the Green Switch Palace.


==Enemies==
==Enemies==
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"style="text-align: center"
*[[Buzzy Beetle]]
!Sprite
*[[Swooper]]
!Name
*[[Chargin' Chuck]]
!Count
*[[Spike Top]]
|-
|[[File:SMWBuzzyBeetle.png]]
|[[Buzzy Beetle]]
|9
|-
|[[File:Swooper SMW sprite.png]]
|[[Swoop]]er
|14
|-
|[[File:SMW Passin' Chuck.gif]]
|[[Chargin' Chuck|Passin' Chuck]]  
|1
|-
|[[File:SMW Spike Top.png]]
|[[Spike Top]]
|2
|}


==Names in other languages==
==Names in other languages==
{{foreign names
{{foreignname
|Jap=ドーナツへいや コース2
|Jap=ドーナツへいや コース2
|JapR=Dōnatsu Heiya Kōsu 2
|JapR=Dōnatsu Heiya Kōsu 2
|JapM=Doughnut Plains Course 2
|JapM=Donut Plains Course 2
|Spa=Llanura del Donut 2
|Spa=Llanura del Donut 2
|SpaM=Donut Plain 2
|SpaM=Donut Plain 2
|Fre=Plaine Beignet 2
|FreM=Donut Plain 2
|Ger=Donut-Ebene 2
|GerM=Donut Plain 2
|Chi=甜圈平原2
|ChiR=Tiánquānpíngyuán 2
|ChiM=Donut Plains 2
|Ita=Pianura Ciambella 2
|ItaM=Donut Plain 2
}}
}}


{{SMW levels}}
{{BoxTop}}
[[Category:Underground areas]]
{{SMW Levels}}
[[Category:Super Mario World levels]]
[[Category:Dinosaur Land]]
[[Category:Subterranean Areas]]
[[Category:Super Mario World Levels]]

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