Super Mario Bros. 2 (Japan)/Coin Rooms

Standard Ending

 * The hidden blocks near the flagpole will give you a boost. Jump up to the top block, then grab the pole for 5,000 points.
 * You may even have an opportunity for a 1-Up.

Coin Room A

 * A Poison Mushroom is easily accessible, and should be avoided.
 * Create a platform to the real Power-Up in the ceiling by revealing two hidden Coin Blocks. For a Mushroom, you need to make it rebound by hitting the right brick.

Coin Room B

 * The coin line is a total of 16 coins in length. You have plenty of room to dash and crouch to reach them, but watch out for Bullet Bill!
 * If you are big, you can reach the 10-Coin Block from the middle of the three high blocks just before the pipe.

Coin Room C

 * It's a tight squeeze in this room if you're super-sized. You will need to dash and crouch to reach the four coins underneath.
 * You need to be super-sized to be able to reach the 10-coin Block.

Coin Room D

 * It's a real challenge to get coins or a Power-up in this Coin Room. If you are super-sized, you can break through the bricks for a Fire Flower. If you are Luigi, you can jump from the right without dashing for either Power-up.
 * But if you are regular-sized Mario, you will need to dash right and jump left from the pipe.
 * Either way if you are small, it will be a Mushroom and you will need to make it rebound by hitting the right brick.

Coin Room E

 * The coin line is a total of 16 coins in length.
 * If you are big, you can break the bricks closest to the exit and unveil a 10 coin block.

Coin Room F

 * Collect the coins here by jumping carefully. If you aren't careful, you may end up becoming Piranha Plant food.

Coin Room G

 * The Power-Up in this Coin Room is boxed in by bricks. If your hero is small, it is unreachable, and you can only reach six of the coins.
 * Watch out for that Poison Mushroom on the right, although it is boxed in by the same bricks.

Coin Room H

 * Hit the lowest brick to the left quickly and try to knock all ten coins out of the block.

Coin Room I

 * After your pint-sized plumber pops the Power-Up, hit the brick to the right so that he can collect it.
 * Once you're bigger, smash one side (not the bottom middle brick) of the block cluster and hit the top middle block to reveal a 10 coin block.

Coin Heaven A

 * The brick wall is too long to jump over it. You'll have to hop off the platform in order to continue on with the platform on the other side.
 * This Heaven has a 73 coin potential.

Coin Heaven B

 * Hop on the platform and grab as many coins as possible, then drop down and leap over the clouds while collecting more.
 * After you're done jumping the cloud-hurdles, hop on the platform and jump more clouds while grabbing coins.
 * You'll encounter a higher row of clouds (there are a few small gaps in the row). Run across it.  You can run right over the gaps.
 * This Heaven has a 77 coin potential, but Mario won't be able to reach all of them.

Coin Heaven C

 * Hop on the platform, grab coins, drop down, then grab more coins, and repeat the process until the level ends.
 * This Heaven has a 55 coin potential, but Mario won't be able to reach all of them.

Swim Area A

 * Swim around and grab the coins, but try not to get cornered by the Bloopers or the Buzzy Beetles. If you are Fire Mario, you can blast the Bloopers away.
 * You can not jump on or even use fireballs against the Buzzy Beetles. You can only swim over them.
 * Make sure the Blooper guarding the exit pipe doesn't chase you into the pit.
 * This Swim Area has 40 coins total.

Swim Area B

 * Be careful around the Koopa and the Bloopers. Once again, avoid being cornered or chased into a pit, and if you have a Fire Flower, use it.
 * When you reach the exit, wait for the Koopa Paratroopa to float down toward the pit, or blast it with fireballs.

Warp Zone A

 * Don't fall, or you will lose a life. Stock up on all 17 coins.  If the Warp Zone backtracks to an earlier level, there is no suicide pit. Just wait for the time to run out.

Warp Zone B

 * This type of Warp Zone is very convenient, because if the pipe leads to World 1, you can jump into pit on the left to avoid being sent back.