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{{articleabout|the level in ''[[Super Mario World]]''|the course in ''[[Super Mario Kart]]''|[[Donut Plains 2 (course)]]}}
{{about|the level in ''[[Super Mario World]]''|the race course introduced in ''[[Super Mario Kart]]''|[[SNES Donut Plains 2]]}}
{{level
{{level infobox
|title=Donut Plains 2
|title=Donut Plains 2
|image=[[File:Donut Plains 2.PNG]]
|image=[[File:Donut Plains 2.png]]<br>[[Cape Mario|Caped Mario]] and [[Yoshi]] avoiding a sand tide
|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]].


'''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 [[sand tide]]s that can crush [[Mario]] or [[Luigi]].
 
The whole level features moving yellow platforms that can crush [[Mario]] or [[Luigi]].


==Overview==
==Overview==
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 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 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 north-east 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 northeast of Donut Plains 2.


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.
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.


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.
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.


===Secret exit===
====Secret exit====
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.
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.


==Enemies==
==Enemies==
*[[Buzzy Beetle]]
{|border=1 cellspacing=0 cellpadding=3 style="border-collapse:collapse"style="text-align: center"
*[[Swooper]]
!Sprite
*[[Chargin' Chuck]]
!Name
*[[Spike Top]]
!Count
|-
|[[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==
{{foreignname
{{foreign names
|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=Donut Plains Course 2
|JapM=Doughnut 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
}}
}}


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

Latest revision as of 14:07, January 26, 2024

This article is about the level in Super Mario World. For the race course introduced in Super Mario Kart, see SNES Donut Plains 2.
Level
Donut Plains 2
Donut Plains 2.png
Caped Mario and Yoshi avoiding a sand tide
Level code 2-2
World Donut Plains
Game Super Mario World
Time limit 400 seconds
<< Directory of levels >> **

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 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 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 tides that can crush Mario or Luigi.

Overview[edit]

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 Pipes. After going forward a little more, Mario or Luigi encounters the Giant Gate and finishes the level.

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

Exits[edit]

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.

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 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 Coins in the level. Finally, Mario or Luigi reaches the Giant Gate and continues 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.

Secret exit[edit]

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 Blocks 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 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.

Enemies[edit]

Sprite Name Count
Buzzy Beetle from Super Mario World Buzzy Beetle 9
Sprite of a Swooper from Super Mario World Swooper 14
Puntin' Chuck Passin' Chuck 1
Sprite of a Spike Top from Super Mario World Spike Top 2

Names in other languages[edit]

Language Name Meaning
Japanese ドーナツへいや コース2
Dōnatsu Heiya Kōsu 2
Doughnut Plains Course 2

Chinese 甜圈平原2
Tiánquānpíngyuán 2
Donut Plains 2

French Plaine Beignet 2
Donut Plain 2
German Donut-Ebene 2
Donut Plain 2
Italian Pianura Ciambella 2
Donut Plain 2
Spanish Llanura del Donut 2
Donut Plain 2