David's Nintendo Code Book

Title Index
System Index
How to read these codes

SUPER MARIO LAND 2: 6 GOLDEN COINS (gb)

checked-yes =>Easy Mode: Just press [SELECT] on the screen where you choose your saved game "pipe". =>Exit Course: Press [START] [SELECT] to exit any previously completed course. =>Demo Mode: If you leave your Game Boy running on the Title screen, the game will normally show off some of its stages. To control Mario in these intro stages, hold U and press: A+[SELECT] ==> Hippo Stage B+[SELECT] ==> 1st Level of Turtle Zone A+B+[SELECT] ==> 1st Level of Macro Zone Note: Hold U and the A or B buttons first. Press [SELECT] while you are already holding those buttons. * Please note that this will not work in the "Million Seller" version of the game. =>Totaka's Song: On the Game Over screen, wait for about a minute and you will hear a strange tune play. It is Kazumi Totaka's signature song. =>Crash Game: Reenter a stage containing a pipe, stand on a pipe and press D. Before you exit the pipe, press [START] to pause the game and [SELECT] to exit the level. Enter any level you wish, and Mario will immediately fall through the ground! This could place him in another part of the level, crash the game, or do many other lovely things. This may damage your data! =>Bonus Levels: There are 6 hidden stages found within Marioland's zones. Each can be found by going through a special exit door found within a normal stage (much like the Hippo Zone's special exit door leading to the Space Zone.) In the Hippo Zone, you only have to float above the normal door to reach the secret door, but it is a bit more difficult in the other levels. * Tree Zone, Stage 2: Just before you reach the normal exit of this stage, you fall down a long passage filled with a strip of coins and a long, vertical column of sap. At the top of this passage, you should be able to see a pipe off to the top far right corner of the screen. (From the platform containing he walking bomb creature [Noko Bombette], make a high leap directly to the right.) To reach this pipe, you must be Bunny Mario. Jump in the air and float to the pipe. * Space Zone, Stage 1: From the Mid-Point Bell, walk 2 spaces right (you will run into a large column of rock). A rocket beast should be orbiting an invisible block above your head. Make a high jump to bash the block, then jump on top of it (make sure to kill the rocket-monster!) Jump up again to reveal another block, which you must also climb on top of. Make one more jump to reveal the final block. From atop this block, you should see a block platform to the above right. Jump onto it and begin moving right, jumping from platform to platform. The last platform contains the exit. * Macro Zone, Stage 1: From the Mid-Point Bell, move right until you come to the second moving platform going right to left. Do not ride it! Go up the steps above it and kill the two giant ants. As Fiery Mario, stand on the question mark blocks and jump straight up to reveal hidden blocks. Bash all four into sight, then hop onto the platform. Above you should be a pipe blocked by two meltable bricks. Destroy the bricks with fireballs and jump up into the pipe to find the secret exit door. * Pumpkin Zone, Stage 2: From the Mid-Point Bell, continue going through the stage. After passing through the room filled with coins, breakable blocks, and power-ups, you should come to a block containing a Starman. Take the right until you find a ? block containing a coin. Drop down through the water and into the deep, water-filled hole. From the bottom, move right through the room of faces and dropping spikes until you reach the pipe. Spin-jump the blocks, then go through the pipe to reach the secret exit. * Pumpkin Zone, Stage 3: Before coming into the room with the standard exit, you should have gone down a long flight of stairs. Stand at the top of the stairs as Bunny Mario, run right, jump, and float to the secret platform containing the secret exit. * Turtle Zone, Stage 2: From the beginning of the stage, work your way right and upwards. After going through the large, upwards passage filled with the spiny things, you should come to an airy area with standing space on the left and right. Jump onto the space on the left, where you will find a Koopa Troopa. Let the Koopa reduce you to a small normal Mario. When you are small, go left to find a small passageway in the wall - only a small Mario can fit in it. This passage way leads to the secret exit door.

Copyright 1994 - 2011 David Dayton
Return to main menu