Goal (Super Mario Land 2: 6 Golden Coins): Difference between revisions

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m (Text replacement - "(\[\[Category:[^\]\|\n]+) Objects(\]|\|)" to "$1 objects$2")
(This is a really awkward article since it's more about the bonus games. Couldn't the door just be covered in the bell article?)
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[[File:SML2 first level Goal.png|thumb|The goal at the end of the [[Start]] level in ''[[Super Mario Land 2: 6 Golden Coins]]'']]
{{split|Bell (Super Mario Land 2: 6 Golden Coins)|Bonus game (''Super Mario Land 2: 6 Golden Coins'')}}
The '''[[Goal]]''' in ''[[Super Mario Land 2: 6 Golden Coins]]'' (also called '''Stage's End'''<ref>http://www.superluigibros.com/super-mario-land-2-nintendo-power-43</ref>) is an event found at the end of most levels in the game. The goal consists of two options to choose from: A door which will simply complete the level, and a [[Bell (Super Mario Land 2: 6 Golden Coins)|bell]] which will allow the player to play a bonus [[minigame]] when hit. Usually to get to the bell, the player has to jump on platforms or other obstacles to reach it.
[[File:SML2 first level Goal.png|thumb|The Goal at the end of the [[Start]] level in ''[[Super Mario Land 2: 6 Golden Coins]]'']]
==Minigames==
The '''[[Goal]]'''<ref>''Nintendo Power'' Volume 43, page 46.</ref> in ''[[Super Mario Land 2: 6 Golden Coins]]'' is a door found at the end of most levels in the game. The goal has a [[Bell (Super Mario Land 2: 6 Golden Coins)|bell]] above it, which will allow the player to play a '''[[minigame|bonus game]]'''<ref>''Super Mario Land 2: 6 Golden Coins'' English instruction booklet, page 17.</ref> when hit. Usually to get to the bell, the player has to jump on platforms or other obstacles to reach it.
If the player hits the bell, a minigame begins.
 
==Bonus games==
If the player hits the bell, a bonus game begins.
 
===Mario Catcher===
===Mario Catcher===
[[File:Crane Game SML2.png|thumb|left|The Mario Catcher bonus game.]]
[[File:Crane Game SML2.png|thumb|left|Mario Catcher.]]
In Mario Catcher<ref>''[[Super Mario Bros. Encyclopedia]]''; page 78</ref>, the player has to press the {{button|GB|A}} to make the moving crane drop and collect one of the rewards, which are moving on a conveyor belt. The rewards vary between levels, but usually contain power-ups and 1-ups. Collecting the reward will have it take an immediate effect on [[Mario]].
In 「マリオキャッチャー<ref name=Shogakukan>「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 23.</ref>」 (''Mario Kyacchā'', '''Mario Catcher'''), the player has to press the {{button|GB|A}} to make the moving crane drop and collect one of the rewards, which are moving on a conveyor belt. The rewards vary between levels, but usually contain power-ups and 1-ups. Collecting the reward will have it take an immediate effect on [[Mario]].
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===Amida===
 
[[File:SML2 Ladder Game.png|thumb|left|The Amida bonus game.]]
===Amida Game II===
In Amida<ref>''[[Super Mario Bros. Encyclopedia]]''; page 78</ref>, players can move Mario to one of four slots where players then press the {{button|GB|A}} button to hit a block. Two rats jump around very rapidly on wires, which lead to a [[Super Mushroom]], a [[Fire Flower]], a [[Carrot]], or a [[1 UP Heart]]. When a block is hit, the rats eat two of the wires, and an electric shock travels to the item, which floats down to Mario and grants him the power-up. If the shock leads to a power-up that the player does not want, then the player can simply press left on the D-Pad to exit the game without obtaining it.  
[[File:SML2 Ladder Game.png|thumb|left|Amida Game II.]]
In 「アミダゲームⅡ<ref name=Shogakukan/>」 (''Amida Gēmu II'', '''Amida Game II'''), players can move Mario to one of four slots where players then press the {{button|GB|A}} button to hit a block. Two rats jump around very rapidly on wires, which lead to a [[Super Mushroom]], a [[Fire Flower]], a [[Carrot]], or a [[1 UP Heart|1-Up Heart]]. When a block is hit, the rats eat two of the wires, and an electric shock travels to the item, which floats down to Mario and grants him the power-up. If the shock leads to a power-up that the player does not want, then the player can simply press left on the D-Pad to exit the game without obtaining it.
 
This game is a reference to {{wp|Ghost Leg|Amidakuji}}, as well as the [[Bonus Game (Super Mario Land)|Bonus Game]] from ''[[Super Mario Land]]''.
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==References==
==References==
<references/>
<references/>
{{Goals}}
{{Goals}}
{{SML2}}
{{SML2}}
[[Category:Goals]]
[[Category:Goals]]
[[Category:Super Mario Land 2: 6 Golden Coins objects]]
[[Category:Super Mario Land 2: 6 Golden Coins objects]]

Revision as of 14:37, December 10, 2021

It has been requested that this article be rewritten and expanded to include more information.

Split-arrows.svg It has been suggested that this page be split into the following: Bell (Super Mario Land 2: 6 Golden Coins), Bonus game (Super Mario Land 2: 6 Golden Coins). (discuss)
Goal area, including doorway and bell, from Mushroom Zone
The Goal at the end of the Start level in Super Mario Land 2: 6 Golden Coins

The Goal[1] in Super Mario Land 2: 6 Golden Coins is a door found at the end of most levels in the game. The goal has a bell above it, which will allow the player to play a bonus game[2] when hit. Usually to get to the bell, the player has to jump on platforms or other obstacles to reach it.

Bonus games

If the player hits the bell, a bonus game begins.

Mario Catcher

Crane Game, from Super Mario Land 2: 6 Golden Coins
Mario Catcher.

In 「マリオキャッチャー[3]」 (Mario Kyacchā, Mario Catcher), the player has to press the A Button to make the moving crane drop and collect one of the rewards, which are moving on a conveyor belt. The rewards vary between levels, but usually contain power-ups and 1-ups. Collecting the reward will have it take an immediate effect on Mario.

Amida Game II

Bonus game
Amida Game II.

In 「アミダゲームⅡ[3]」 (Amida Gēmu II, Amida Game II), players can move Mario to one of four slots where players then press the A Button button to hit a block. Two rats jump around very rapidly on wires, which lead to a Super Mushroom, a Fire Flower, a Carrot, or a 1-Up Heart. When a block is hit, the rats eat two of the wires, and an electric shock travels to the item, which floats down to Mario and grants him the power-up. If the shock leads to a power-up that the player does not want, then the player can simply press left on the D-Pad to exit the game without obtaining it.

This game is a reference to Amidakuji, as well as the Bonus Game from Super Mario Land.

References

  1. ^ Nintendo Power Volume 43, page 46.
  2. ^ Super Mario Land 2: 6 Golden Coins English instruction booklet, page 17.
  3. ^ a b 「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 23.