Where is the coin in 2 2




















The second room is a little trickier. The doors are positioned vertically, so you can't get a good look at at all three at once.

The bounce pads in the room can also make it difficult to actually get where you need to go, so you're best off spending some time in this room getting a feel for the bounce pads and looking for the pink coins. The third room is, thankfully, much smaller, and if you can get to the top of it, you can climb around on a set of monkey bar blocks to see which door isn't shaking.

Drop down to it at your leisure to go through and say farewell to "Ghost-Door Deception. The pink coins in "Ghost-Door Deception" are tricky to find. There may be just three rooms in the entire level, but some of the coins are hidden and require multiple loops through the rooms to find. The first coin is arguably the easiest one to get. Scale to the top of the first part of the level and you'll see it sitting on a ledge above the middle door. Just watch out for Boos and avoid heading through the correct door, which would kill your chances of grabbing all five coins.

The second and third pink coins are both in the second part of the level. The second coin is hidden in a vertical line of coins that you can activate by using the bounce pad furthest to the right of the screen. It will take one jump to activate the coin and then another jump to collect it. The third coin is sitting above and to the right of the top door, which, depending on the odds, might be the correct door to advance.

So be careful and try not to head through it accidentally, just in case! Coins Four and Five are in the final real room of the mansion and are a little easier to get. You can find the fourth coin by grabbing hold of the monkey bar blocks in the middle of the stage, but watch out, because a sneaky Boo loves to pop out of the first block and ruin your run.

The final coin is hidden in a line of coins at the top of the stage. You can use the monkey bar blocks to make them appear and then collect them on a second pass, but it's time-consuming. Make sure you leave yourself enough time to get to the exit as well! If your main complaint about "Ghost-Door Deception" was that there simply weren't enough opportunities to send Mario falling to his death in the clouds, then you're in luck.

You better be prepared to leap from falling platforms and dodge Bullet Bills if you're looking to make it through to the next area. The gimmick of "Sky-High Lifts and Leaps" is the yellow platforms that either move along with you or wait until you step on them to move. The latter move along a fixed path and then launch themselves off the rails. That can lead to a quick end for you if you're not good about timing your jumps.

Other than that, the stage is very straightforward: Run along the tops of the platforms, avoid the Bullet Bills and make it to the flag at the end of the stage. About halfway through the level, you'll also notice a purple block with what appears to be a wildly spinning clock in it.

If you hit it, you'll get an additional 10 seconds on your timer, which will allow you slightly more wiggle room when it comes to finishing the stage.

The last thing of note in comes about two-thirds of the way through the stage, when you'll come across a blue switch with a white "P" on it. Hitting this switch either by jumping on it or hitting the jump button while vaulting over it will cause it to spawn a number of blue coins for a limited time.

Each coin you collect this way will add two coins to your total, so it's well worth it to trigger the switch and collect as many as you can! Much like , the last high altitude level we covered in Super Mario Run , the pink coins in "Sky-High Lifts and Leaps" will require you to make some precise jumps. You'll also have to tangle with a few Bullet Bills.

The first coin is near the beginning of the stage, at the top of a series of platforms that launch you higher into the air each time. The coin is in a small clump of them at the top of your jump, so wait until you see the platform reach its peak and begin to fall before trying to grab this coin or you'll come up short. The next coin seems like it's a gimme.

You land on a platform and the coin is directly to your right, but it's not that simple. The platform moves in a counter-clockwise motion. So you either have to wait for it to make a full rotation or you can just wait until you're under the coin as the platform descends and jump for it. The third coin is the easiest to mess up because it requires you to vault off a Bullet Bill just right in order to grab it.

If you're going to miss one, chances are this is the culprit. The fourth pink coin is on a platform at the end of a short series of leaps, but the momentum can be kind of tricky to get down.

Be careful or Mario could go sailing off the edge of the screen entirely. You can wall-kick your way back to a lower platform and try again, but it's not an exact science.

After a lot of leaping and falling, the final coin for the level gives you a much-needed break. It sits perfectly still on an easily reachable platform near the end. It's pretty difficult to miss, even if you've been breezing through the level. Another world, another cave level. Level is lousy with small blue bats called Swoops, and it will test your ability to jump off moving enemies in order to reach high places and coins.

That's no easy feat. The level begins with a tantalizingly placed Super Mushroom directly in your path, but watch out! A Swoop will make its way towards you while you're trying to grab it, and if you're not careful you could end up back at the beginning of the level, or lose the effect of the Super Mushroom almost immediately. A little later in the level, you'll come across another blue "P" switch. Unlike the one in "Sky-High Lifts and Leaps," you're going to want to stay on the ground to collect as many of the blue coins as you can.

As long as you keep avoiding the Swoops and the pits placed all over the level, it won't be long until you reach a Red Coin Ring, which will as usual spawn a Super Star you can use to really rack up the coins and trivialize most of the rest of the level. However, getting some of these coins will require you to bounce off a few Swoops while in the air, and the final coin has a nasty habit of disappearing right as you're trying to grab it, so it pays to be quick as well.

Unlike "Wall-Kicking It Underground," the cave level from the previous world, most of the pink coins in are pretty easy to spot, if not always easy to grab. You'd better be ready to jump off some Swoops! The first pink coin is at the top of a wall near the beginning of the stage. All screenshots and videos on this website have been captured in 2D mode. The Just for You offer is discounted from the sale price. New Super Mario Bros. Every level is filled with golden opportunities, such as gold rings that turn enemies into valuable gold versions and a Gold Flower that gives Mario the ability to turn almost anything in his path into coins.

Coin Rush Mode allows players to collect as many coins as possible across three levels and challenge friends to beat their record via StreetPass. Two players who each own the game will have the option to play the entire game in two-player multiplayer mode using local wireless. The return of Raccoon Mario gives Mario the ability to fly and access hidden areas. Players will have the option to either purchase the game at retail stores or download the entire game through the Nintendo eShop.

In-game content available for purchase using stored account funds. Release date: August 18,



0コメント

  • 1000 / 1000