Super Mario Land 2: 6 Golden Coins (??????????2 6????, Supa Mario Rando Tsu Muttsu no Kinka?) is a platforming video game developed and published by Nintendo for the Game Boy. The objective of Super Mario Land 2 is to reach the end of a level, defeating or avoiding enemies while doing so. While its predecessor was similar to the original Super Mario Bros., Super Mario Land 2 has more in common with Super Mario Bros.
There are 32 levels in total, based in several different themed worlds, known as zones in the game.
Super Mario Land 2 features three returning power-ups—the Super Mushroom, Fire Flower, and Starman.
This is the second official Mario game to have a save feature, after Super Mario World, though this is the first Mario game released to a portable console to have a save feature. There are a total of 31 stages (including Wario's Castle), 6 of which, Tree Zone 2, Macro Zone 1, Turtle Zone 2, Pumpkin Zone 2, Pumpkin Zone 3 and Space Zone 1, have a secret exit, making a total of 37 goals. The game won 4 awards in the 1992 Nintendo Power Awards: Best Graphics and Sound (Game Boy), Best Theme and Fun (Game Boy), Best Play Control (Game Boy), and Best Game Boy Game. Mario Party • Mario Kart • Mario Golf • Mario Tennis • Mario Baseball • Mario Football • Mario & Sonic • Donkey Kong • Wario • Yoshi • Mario vs. Character note: Luigi is not considered a separate character because he plays exactly the same as Mario.
New Super Mario Bros cleared with all levels, secret exits, all cannons; every star coin collected and paid in less than 2 hours and 30 minutes. In the run I play as Luigi and just to let you know he doesn't have any game play differences (running & jumping) compared to Mario so there should be different categories for playing as a different plumber.
X11, X22, X33 summons a Red Mushroom house that contains power ups at the start of a world map.
X44, X55, X66 summons a Green Mushroom house that contains 1 up mushrooms at the start of a world map.
X77, X88, X99 summons a Mega Mushroom house that contains a Mega Mushroom at the start of a world map. 1) The most obvious one is wall jumping, wall jump allows me to go to the opposite direction at near full speed. 3) As any form (minus Mega and Shell Dashing) when you want to change direction you double tap the opposite direction, this skips the slide slowdown and you'll be going to the other direction much sooner.
1) Fireballs is your best weapon, you can get this power up from nearly every level so it's hard not to miss this power up.
2) The Mega Mushroom is even better but due to how long it takes to get one for reserve (from the Mega Mushroom house), it's only useful to use on 7-5 and 6-Castle. 1-1: Not bad, UltimateDarius has found a better place to obtain the mushroom which is at the underground section of the stage. 1-2 (Alt): Picking up a Koopa before the balance board is used to collect a star coin without a small detour to the pipe.
1-2 (Normal): I made a Tools Assisted sample of this course and I checked that picking up the star saves time by just over 10 frames. This is when i get the Blue shell, it's faster than getting it from a Red Mushroom house and it saves around 10 seconds at the most. 1-Tower (Alt): Blue shell obtained, collected the missing star coin that is on route to the secret exit.
1-A: Having the blue shell saves me under a second when underwater before triggering the autos scrolling event. Because I was 1 star coin short, I had to save the game by going to 1-Cannon and warp to World 5. 2-1: Plain awesome, perhaps a TAS run could get a 267 by avoiding slowdown on the 3rd star coin. 2-3 (Normal) One of the pretty tough levels to master 100%, it also introduces a quick turnaround trick by using a fireball, the toughest part was after the third star coin, I had to time the B button just right to wall jump.
2-4: It was also one of the harder levels to speed run 100% mainly because of the damn Piranha Plants at the early part of the course.
A pretty tough segment as it involves a tough time saver at the early part of 2-5 and having a Red ? 2-5: Performed a good time saver which skips involving to wait for the Block Hoppers to jump, the only slowdown were before defeating the Boomerang Bro and a series of jumps before reaching to the flag.
From the route I used this is the fastest time I've ever done, until I was producing Segment 12 (2-Castle secret exit) I saw a time saver that i never knew it even existed which skips the rope swing if players wanted the Mini mushroom. The problem was that I had to do the whole run again if I had to do segment 10 again due to consistency issues (Score, power-ups and current positions the Red ?
3-1 is a stage which auto scrolls and it is mostly set in underwater so I skip that for now and go for 3-A.
3-A has a time saver that involves throwing a Koopa shell and towards a wall and then the plumber to bounce on it to skip the 2 Skeeters nearby the switch.
2-4 I pick up another Mini mushroom to add in the reserve item for a massive time saver for 2-Castle Alt. 2-Castle (Alt) One of the strangest things is that on segment 10 I performed a wall zip glitch without any problems. 2) Getting one from the Mega Mushroom house costs too much time and when using it you become a Super Plumber without any items on reserve.
The advantage for not using the Mega Mushroom is that by the end of the level I'm still a Fire Plumber with a Fire Flower in reserve. 3-C: Jumping into the water is faster than using a lightweight platform for the first Star Coin. 3-2 (Normal): The Rocking Mushroom has random movement which slightly affect my performance on Star Coin C and the jump near the end.
3-Tower: I took damage by the Amps (electric balls) to allow me to pick up the second coin much sooner. I go back to World 4 since the remaining levels on World 3 requires the Blue shell to saves loads of time. 4-1 (Alt) a tad slower on the first part when comparing to my previous route but the last part was pretty unexpected since I never planned to stomp on the last two Scuttle Bugs. 4-2: A tough, fast paced level, there was only 1 notable error on the way to the first coin. 4-3: Another auto scrolling underwater level, this one seems more boring and the one at 1-A. 4-Tower: The first room led me to soft reset so many times until I've found a different, easier strat that doesn't lose any time at all. 4-Castle: The only possible theory to improve this is to do a tough, precise jump to the second star coin whilst the swinging platform is to the right half of the swing.
4-4: The only reason why this level is on its own segment is because I didn't have high hopes when obtain a Blue Shell from a Roulette block after clearing 4-Castle.
3-Ghost (Normal) The longer visit, I collect all 3 Star coins, one of the coins requires the Shell to break 2 blocks by hitting them on the side to destroy them. 3-Castle, I rather take damage here than to use the Shell's Invincibility Crouch jump abuse since you can get past the traps much sooner. 5-2 (Normal): Now this is when the run is getting a bit tougher, I need to perform 2 precise crouched jumps to get pass the first area.
This segment was originally going to combine with 5-Ghost visits but the luck factor became too frustrating so I split them up into 2, making this a luck manipulation segment. 5-3: I took damage on purpose since I have no use with the Fire Flower on the next level and it makes it a bit easier when trying to get past the third Snalicorn enemy. This segment was originally going to combine with 5-3 but the luck factor became too frustrating so I split them up into 2. 5-Ghost (Normal): You can see the wall jump exploit trick here, it's very hard to master since there is a 1 Frame window to succeed.
I took the top route because it was a bit easier than the bottom route, I only lose around 2-3 seconds this way. This is why my route is very well planned, as a Mini Plumber I can save so much time on most of the stages on this world. 7-1 is also the only stage that requires 2 visits to collect all of the coins despite having 1 exit. 7-1 (Alt exit): Mostly the same but a bit shorter of the 2 thanks to the secret pipe warp route.
7-Ghost (Normal): You can easily screw up the early part by hitting the left half of a block that contains the power up.
7-Tower: The level is a bit easier than it looks and the only real tough part is the wall jump by for the 2nd Star coin.
7-4 (Normal): Because I already completed 7-Tower from my previous segment, I can go to 7-4 which is 100 times easier to complete than 7-Tower.
I had to save the game by going to World 6 since the only 2 sign posts left are saved for a huge segment later on. This segment was originally combined with 6-2 and 6-Tower1 but due to a trick on 6-2 that is so difficult to execute I had to split them up.
I very rarely got a 259 on this stage but I mostly get 258s mainly because of the part around 267 it's pretty difficult to clear without any errors.
After getting out of the pipe I try and minimise the air time when blow away by the sand tornado, running is still faster than spinning in the air. This segment was originally combined with 6-1 and 6-A but due to a trick on 6-2 that is so difficult to execute I had to split them up. I wasn't fast enough to jump out at 419 other wise I would have shaved off a few seconds 2-3 at the most but I had to do another tough level after this. In my original 100% run route I got a Mega Mushroom to speed up 6-3 but there's problems like the time it takes to get a Mega Mushroom.
6-3: The speed tricks are pretty easy, only the triple jump over the pipes is the most challenging on this level. 6-Tower2: One of the time savers requires me to be Fire Luigi first then take damage to go pass the Spike Top and destroy the breakable blocks.


I on the way to the third coin I usually take damage from one of the spikes but for once that didn't happen. 6-B: I rarely get a 312 so I had to avoid a 311 to skip unnecessary bonuses, so I mainly finish with a 310. 6-5 : *insert Kanye West's Gay fish Song* These Deep-Cheeps are the most annoying enemies in this segment as most of them spawn in cheap spots that can slow you down easily.
This segment has some pretty cool time savers; 6-Castle is also one of my favourite levels to watch again and again.
6-6: This level shows why most of the speed tricks are much easier to perform without the Blue Shell. 6-Castle: This one shows brilliant precision as I get all 3 Star coins by chucking Koopa Shells. I save the game by 7-Mega Mushroom house to get another Mega Mushroom which will be used in 7-5.
7-5 (Alt): There is a secret pipe that can be used only when the wooden blocks are destroyed. 7-4 (Alt): Very easy level to do, I aim for the secret exit and collect the last star coin on this stage. I saved the game by paying the sign nearby the Green mushroom house it's mainly because the last coin on 7-Castle is a high risk (leading to death) and the boss fight requires simple input but you can lose a good amount of seconds if you mess it up. 7-Castle: When making the segment I worked out how to get the last Star coin 100% of the time without dying and I also discovered that panning the camera to the left moved Lakithunder's starting point, it made a difference since the gap is smaller so he descends a bit slower, it enable me to defeat him in under 5 seconds without the use of a Mega Mushroom. 8-1: I found out that you don't need the trampoline to get the first Star coin making it a bit easier at least. The Hammer Bro ended on 8-4 which makes the luck factor less frustrating as it will always go on 8-3 after clearing 6-Castle. 8-Castle: I take damage from Dry Bones so I can get pass the small tunnels very quickly, I got a Fire Flower in reserve so I can use it before facing Bowser Junior for the 9th time. Afterwards I warp to World 3 and go to the secret summoned Mushroom house and get myself a Min Mushroom on the reserve slot. I also had to make sure that none of the World Map objects cross over the bridge when the bridge was revealed. 8-7: After tossing the Red shell, I couldn't go too far or else the Shell would go back to the original position. 8-8: This level has huge amounts of luck involved that I didn't care too much if I took damage just to have falling debris to destroy some important block(s). At the end, right after the credits I show you the file menu to show that I currently have 2 stars next to my file. A single segment run would never get 100% in less than 2 hours and 30 minutes mainly because of the HUGE luck factor there is in this game, the only alternate is using Red Mushroom houses but you got try your best and avoid taking damage to prevent losing your best power up on certain stages. Even though a very few of my segments had notable flaws on some of the stages, the luck factor of the delay after the Red ? This is possibly the last DS run to be filmed on camera, all of you forum members would understand why, Zelda Spirit Tracks will have a test speed run like Phantom Hourglass back in 2008. NEW SUPER MARIO BROS WII, hopefully it shouldn't take 3 years after the release to have the first ever run up on SDA.
It debuted in Japan on October 21, 1992, in North America on November 2, 1992, and in Europe on January 28, 1993. It was revealed Wario hired Tatanga to invade Sarasaland and kidnap Princess Daisy in order to distract Mario.
The enemies include several returning enemies from the Mario series, such as the Goomba and the Koopa, and introduces several new enemies. 3 and Super Mario World: The player is no longer restricted to moving right in a level, and any level (except for the introductory stage) can be replayed. Some of the levels can only be accessed by entering in secret exits found in regular levels. The Super Mushroom increases Mario's size, the Fire Flower gives him the ability to shoot fireballs, and the Starman makes Mario invincible to anything besides pits. Totaka's Song is also hidden in the game and can be heard in the Game Over screen after waiting for exactly 2 minutes and 30 seconds. This is mainly because I avoid triggering the fireworks which is caused by finishing the level that has the last 2 same digits on the timer.
It's also the only way without Mini, enemy or Mega support to clear past the retro stairs without slowdown. Some Castle boss battles can be cleared faster if you use a normal stomp followed by a ground pound as a finisher. I currently have no more use for the Shell in Worlds 1 and 2 and the only way I wanted to become Fire Luigi, is to take damage first. There was one small mistake where I missed ground pounding to a slope but other than that the rest went good. I did slightly mess up the jumping part in one of the areas, so I lost around 3 In-game seconds overall. The later part was also tough as I had to go pass the Hammer bros, then came the easy retro staircase skip by triggering a Koopa sooner by panning the camera and to bounce on top of him.
The problem is, that the execution is really precise and too difficult to get it consistently.
But if you enter the second room as Mini you are unable to perform the glitch, even when you power up as a Fire Plumber, so weird. The only solution for next time is to stay on the middle of the purple mushroom and jump from there. I also opened the door at the very edge to give me enough time to go past 2 blocks at around 477 on the in-game timer. There is a time saver that involves bouncing on 2 Paratroopas, but they are not always on the desire position I wanted them to be. I had to destroy the breakable block to go pass since the other spaces to the left are 'hidden' blocks. There is a time saver I didn't do on the run mainly because it doesn't work all of the time.
Also these types of obstacles are always active even when they are off screen (so messing around doesn't really make a difference due to the nature of the obstacles).
This is another notable advantage of not having the shell that I can skip having to use any switches to go up the staircases (with the exception of secret doors). Then i need to get past the Piranha plants without slowing down too much and get the first Star Coin along the way. You might see those 'breakable blocks to the left of the Piranha Plants but those ones are fake ?
I could save a second on the way to Bowser Junior but it's pretty difficult to judge when your character is off screen. This is why there wasn't any but having too few does slow you down a bit like it does here. As a Smell plumber you 'crouch' you nearly instantly stop which makes 'duck sliding' a bit difficult which is why I can't get the first coin from the 1 block tunnel.
When I had enough of the Blue shell I had to take damage first if I wanted to become Fire Luigi again, the only notable mistake is nearly at the end.
I had good luck from Petey Piranha too as he attempted to perform a dive attack as soon as possible. Box, I would have to take the longer route since the shorter route requires destroying some blocks.
This warps me to World 7 and it ignores the Mini clear method on 5-Castle since doing that level's Alt exit won't affect the final result. It's mainly because, if you take the secret route, you get one of the coins and you end up on the other side of the stage. Fortunately it was pretty easy, land on the very edge of the moving platform, pan the camera t to the right and as soon you cancel the ground pound and land, hold both Right and Dash to fall off and land on the Koopa & collect the first coin. It's better to hit it from the right half, so the power up ends up on the left half near by the switch. Even though I had to wait for the set of blocks to change positions I wasn't losing any time because if I was already on top of column B, I will still have to wait for column C to go down. Besides I will have to hit him with 6 Fireballs first before stomping him (or else he still survives and I have to wait for him to be vulnerable again) and he does run a bit faster this time too.
It requires a corner boost to let me wall jump from a tad higher spot enough to get the coin.
When I was actually recording the segment I found an awesome timesaver that makes the difference of not having the Mega Mushroom very minimal. I didn't want to take damage mainly because the traps spins so fast that it's a tad faster to wait first and go pass without taking damage. The Castle boss is the only boss that cannot be defeated in less than 10 seconds without Mega mushroom support. You can use Bob-ombs but they take too long and there's too few that it's pretty hard to destroy enough blocks to get into the pipe. This is also pretty tough, too many bouncing Paratroopas makes me think that the level design was done by a member who did the Lost Levels. There was an unfortunate hit that cost me a few seconds near by the yellow pipe guarded by a Piranha plant.
I was a bit cautious in this one because there are loads of places I could easily screw up on. The performance was pretty good, I did miss one jet pipe but It was mainly because I can focus on the last Star Coin without forgetting and also to avoid the Cheep Cheeps too. The luck factor for the rest of the segment was decent, the delays of the world objects were so minimal that it saved me at least 2 seconds. It was collected to make the next set of levels a bit easier and to get past the Spinys in 8-6.
I worked out that panning the camera to the left reduces the chances of the Podoboo to jump after I go pass it.


At the same time I defeat the Sledge Bro with a Fireball to prevent him from performing any ground pounds that would stun me for a few seconds. Nothing much happens here other than activating it as soon as possible and facing Bowser Junior for the tenth and final time. This one is nearly perfect the only improvement is the wall jump to the Early Switch block. Even though there were 10 more segments than I originally planned, it has way much better quality of game play and most of the mistakes only took up to 2-3 seconds.
It won't be submitted to SDA mainly because the whole run will have a huge black stylus covering over the Touch Screen. Like its predecessor Super Mario Land, Super Mario Land 2 was created by director Hiroji Kiyotake rather than series creator Shigeru Miyamoto. While Mario was away in Sarasaland, Wario put an evil spell over Mario's world: Mario Land, renaming the area Wario Land. Enemies can usually be defeated by jumping on their head, but also may need to be defeated in different ways, such as a superball.
Once the player clears or loses a life in these secret levels, he or she is returned to the level where the secret exit was found.
Both the Super Mushroom and the Fire Flower also allow Mario to do a spin jump like in Super Mario World. The first new 2D Mario game in over a decade, it borrowed gameplay elements such as straightforward level design, secret exits, and wall jumping from the NES classics. You would need to land cancel on an edge but you need to jump 1 frame before actually landing on an edge. If you pick up a Fire Flower as Shell Form it will only add the Fire Flower in the Item's reserve slot.
So I let it go for now, the run was going well and it's been 3 weeks into the project at the time.
So the most reliable method is bouncing on top of the water bug and try to land on the edge. In the last main room I jumped over the switch, this is not an mistake, it makes it a bit easier to get both obtaining Star Coin B and then heading to the pipe in a single cycle (hitting the switch once).
After getting the first coin, get the Bob-omb by the yellow boards and use it on the blocks by the second coin. I don't think the Mega Dorrie glitch works here because you will have to wait by the Piranha plant island for quite a while that doing it normally is faster. When facing Mega Goomba make sure that the ground pound hit doesn't defeat it, Mega Goomba dies much faster if the last hit was from a Fireball.
The attempt is pretty good I will try and avoid Shell Dashing down hills since it's notably slower than normal sliding or jumping down. But I'm not aiming for pure TAS speed I wanted to have a good time with the good luck factor I need.
I used a Koopa for the second coin to avoid jumping over gaps (When the blocks becomes coins and vice versa).
Now not many people know this but even though this level has an alternate exit (much like World 2's Castle) there's 2 different ways to get to World 7 and the game only check's the more important method of the 2 which is using a cannon at World 4. The problem is that the platforms to the left are so far that even when becoming Mini it's impossible to get there. I collect all of the star coins on the first visit and the second visit will only focus on the secret exit. This saves a good amount of time, it doesn't matter too much if I mess it up on the first attempt because later on I'll be able to catch up when the water tide is lower. On the room where I did some wall jumps after bouncing on Dry Bones, I managed to perform a Edge Land cancel which saves a second or two but it was a bit too high that the pipe slowed me down a bit. On the second half of the stage you get to see a bit more Instant Cliff Slides and Small Air Boosts.
I took damage at the end nearby the Mega Deep Cheep because I have no use with it and also the speed tricks in 6-6 are much easier to execute without the Shell. Everything went to plan and the second half of the stage is way better than my obsolete attempt shown on Youtube.
This visit had better optimisation than the next visit probably because of the small error.
At this rate I was very likely to end the course with 355 so an extra hit wouldn't make a difference really.
I did forget to face to the left on the flag pole but I kept it because it was 10 seconds faster than the previous attempt I posted on Youtube. There was 1 important timesaver that enables me to get the last Star coin and go into the pipe without having to hit the water tide switch twice. At around 369 instead of going to the right I go to the left mainly because I would still have to wait for a certain Spiny to go down 1 level to enable me to collect the last star coin on this stage. You can get to the wall a tad higher but it requires harder execution and precision to get up and above the block before ground pounding. The delays range from 0 to over 5 seconds depending on where the plumber is and where the World Map object is going to next.
The inhabitants are now brainwashed into thinking that Wario is their master, and Mario is their enemy. Other famous mechanics include Warp Pipes, which allow the player to enter hidden areas or find shortcuts, coins, and ? In addition, there is also a bell above the door which, if touched, activates a mini-game where the player can try to get either a power-up or extra lives. The game introduces one new power-up: a Carrot which turns Mario into a rabbit and allows him to use the ears to descend at a slower rate and rapidly jump if the button is held down and also jump higher.
3 • Super Mario World • Super Mario 64 • Super Mario Sunshine • Super Mario Galaxy • New Super Mario Bros.
The game is also notable for introducing three new items to the Mario series: the Blue Koopa Shell, Mega Mushroom, and Mini Mushroom. There was one cool time saver that you can swim underneath the destructible blocks to get Star Coin B. The toughest timesaver is defeating Mummipokey by collecting the Mini mushroom from the reserve BEFORE the last fireball connects. The switch room is pretty tough as trying to wall jump to climbing the wired fence involves some odd input.
At 476 after the first Star coin the Blooper usually goes to the left but he was a faggot and went to the right instead. However because this is a Castle level they do not show any Fireworks and because I cleared 3-Castle for the first time the free Mushroom House event isn't showed but you still get it when you go back to world 3. I collect the last coin by jumping on the trampoline without getting hit by the Spike Tops. For the last coin I obviously used the Koopa shell to collect it as it skips a small detour.
If you did World 5 Alternate exit first to unlock World 7, you are still required to use the Cannon from World 4 to get the 3 Star file icon. Enemy manipulation is nearly useless as Fire Chomp always goes too high up when following the plumber. It would make it a bit easier on the last part since the temporary invulnerability gave me less pressure to worry about. I took damage which is not an accident since it has some good uses for 8-Tower1 which I take damage again on that level. I could have also tried to hit the hidden blocks and then perform a wall jump first to get up there but it's pretty difficult for accuracy and you do lose a bit of time since you have to change direction after getting the last star coin. I kept this segment mainly because the execution for the rest of this segment is incredible.
Then I save the game and quit to show you that the file currently has 3 stars next to the file now. At 4 megabits, it was one of the largest games on the Game Boy at the time of its release and 8 times larger than its predecessor's capacity.
Wario's motive behind this sudden attack was to take control over Mario's castle to have a palace of his own. If the player loses all of Mario's lives, all of the 6 Coins are returned to the bosses and must be defeated again to retrieve the coins. The touch screen section was a bit better and I felt ecstatic when the Bloopers failed to hit me that I got out of the area without taking any damage.
There was a small error on the third coin, it lead me to concern be reviewing this segment. The free mushroom house had a bit of use in a future segment so overall the small mistake lead me to save 2+ seconds overall. I load up the file again as a reminder to the viewers how everything on each world has been done. As the instruction manual states, he is an overgrown manchild who has been jealous of Mario since they were children.
Unlike in previous Mario games, coins are not used to get lives; instead, they are used to play games in a special area that awards lives and other power-ups. To stop Wario, Mario must find the 6 Golden Coins throughout Mario Land to reclaim his castle. After killing 100 enemies, a star comes flying down which provides a short period of invincibility. 1 In-game second later and it's instant retry due to the bonus delays from a Mushroom house summoning.




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