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{{Scrolling map|SMB2j_Swim_Area_A.png}}
{{Scrolling map|SMB2j_Swim_Area_A.png}}
* 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.
* 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.
* Make sure the Blooper guarding the exit pipe doesn't chase you into the pit.
== Swim Area B ==
== Swim Area B ==
{{Scrolling map|SMB2j_Swim_Area_B.png}}
{{Scrolling map|SMB2j_Swim_Area_B.png}}

Revision as of 22:20, 7 June 2008

Standard Ending

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  • 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.

Coin Room A

SMB2j_Coin_Room_A.png
  • 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.

Coin Room B

SMB2j_Coin_Room_B.png
  • 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

SMB2j_Coin_Room_C.png
  • It's a tight squeeze in this room if you're super-sized. Don't miss the 10-Coin Block in the right most block near the pipe.

Coin Room D

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  • It's a real challenge to get the Power-Up Mushroom in this Coin Room. Dash right and jump left from the pipe. Then pop up the Mushroom and make it rebound by hitting the brick on the right.

Coin Room E

SMB2j_Coin_Room_E.png
  • If you are big, you can break the bricks closest to the exit and unveil a 10 coin block.

Coin Room F

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

Coin Room G

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  • The Power-Up in this Coin Room is boxed in by bricks. If your hero is small, it is unreachable. Watch out for that Poison Mushroom on the right.

Coin Room H

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

Coin Room I

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  • 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

SMB2j_Coin_Heaven_A.png
  • You'll have to hop off the platform, or jump over the wall, in order to continue on with the platform on the other side.

Coin Heaven B

SMB2j_Coin_Heaven_B.png
  • 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.

Coin Heaven C

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  • Hop on the platform, grab coins, drop down, then grab more coins, and repeat the process until the level ends.

Swim Area A

SMB2j_Swim_Area_A.png
  • 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.

Swim Area B

SMB2j_Swim_Area_B.png
  • 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

SMB2j_Warp_Zone_A.png
  • Don't fall and stock up on 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

SMB2j_Warp_Zone_B.png
  • 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.