‘Super Mario Run’ World 1 walkthrough and coin locations: How to beat 1-1, 1-2, 1-3, 1-4

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If you tend to get a little thwart with 2-D sidescrollers but silent ca n’t resist them, Super Mario Run is going to be equal parts exciting and frustrating. And the bet on ‘s excess challenge of tracking down pink coins hidden in each charge will only make things more unmanageable. fortunately, we ‘ve compiled a handy list of tips and tricks to help get you through the Super Mario Run ‘s deceptively bare levels, and we ‘ve besides compiled where and how to get the pink coins in each level. So lease ‘s get run and get down with the first of the plot ‘s six worlds ! When you ‘re done, check out our guides to World 2 and World 3.

Super Mario Run 1-1 walkthrough: “Up and Over”

The first level of Super Mario Run is pretty tame, given that it ‘s the first level outside the tutorial you ‘ll be doing, but there are placid a few tricks to help you out. If you can hit either one of the two interview blocks at the very beginning you ‘ll get a extremely mushroom. If you ‘re golden enough to hit both blocks, you can collect both items and get a 5-coin bonus for the second gear one. It ‘s slippery, but you can pull it off with good timing .Alex Borkowski/Mic Your beginning real challenge comes a short sting after when you reach a depression with a Goomba and a tap mint in it. If you jump to hit the pink coin, you ‘ll have to remember to press and hold the screen to jump higher when you hit the Goomba at the bottomland. That should be enough to clear the pipe in front of you and keep running forward without wasting any time .Alex Borkowski/Mic The only other real trouble you ‘re likely to run into during this introductory level comes about halfway through when you reach a small pit with some doubt obstruct platforms on one side and a humble wall on the other. If you mess up your jumpstart while on the platform, chances are you wo n’t clear the wall and Mario will begin sliding down the side of it. Tapping leap out when this happens will cause Mario to jump off the side of the wall, launching him back onto the other side of the pit. It ‘s disorienting and can cause some tap panic jumps that could see you falling into the pit if you ‘re not careful .Alex Borkowski/Mic other than that, it should be smooth sailing to the end of the level : Simply follow the trails of coins and you ‘ll be there in no time. Just watch out if you ‘re jumping from a lower level to a higher one. If Mario makes contact with an enemy from below, he ‘ll take price, and without a extremely mushroom to absorb the hit you could be starting the stage over again .

Super Mario Run 1-1 pink coin locations

As “ Up and Over ” is the first degree, the coins are n’t besides hard to grab even if you ‘re going through the degree for the beginning time. The first pink mint is hard to miss since there ‘s a big line of coins leading to it. Simply jump to grab it, or hop on the Goomba if you ‘re feeling particularly fashionable .Alex Borkowski/Mic The second coin is floating above a minor ledge formed by three interrogate blocks. If you get up onto those three blocks, it should be identical easy from there to jump off and grab the coin .Alex Borkowski/Mic The third base coin is on top of some platforms, and it should n’t be hard to get up to the required altitude by the time the coin shows up .Alex Borkowski/Mic While navigating some short pipes, you ‘ll see the one-fourth coin above you on a ledge. With a timely jump, you should be able to grab it without offspring .Alex Borkowski/Mic The final mint is right before the home stretch of the degree. It ‘s on top of another platform with four Goombas on it. With some fast hop, you can get all the Goombas and jump to the coin, but the Goombas might mess up your flow, causing you to miss .Alex Borkowski/Mic

Super Mario Run 1-2 walkthrough: “Wall-Kicking It Underground”

As the name of this horizontal surface implies, it ‘s another introductory level designed to get you comfortable with a new mechanic : the wall jumpstart. much like level 1-2 in the original Super Mario bet on, it ‘s belowground. That means you wo n’t have to worry much about in terms of falling into pits, but the pipes in this level are full of Piranha Plants so be careful .Alex Borkowski/Mic That said, the level is pretty straightforward. Try to stay on the top portions of the level since that ‘s where most of the coins are. other than that, angstrom long as you keep vigil for the Piranha Plants, you are n’t probable to run into a lot trouble, until the tail goal of the level, where you ‘re forced to wall alternate up a crevasse with two pipes on it. You ‘ll have to clock time your jumps fair right sol you do n’t slide off the wall, but besides thus you do n’t get chomped by the two plants that sporadically emerge to ruin your day .Alex Borkowski/Mic once that ‘s cover with, you have a short section above flat coat with two Goombas, and then you ‘re home loose .

Super Mario Run 1-2 pink coin locations

The tap coins in “ Wall-Kicking It Underground ” will require you to take the gamey road in several situations. The beginning coin is in the start area. After you ‘ve made the initial wall jump improving to an area where two Goombas are walking toward you, you should see another wall you can wall jump up. Doing that successfully will land you on top of a ledge. On the far side of that ledge past a Piranha Plant is the first pink coin .Alex Borkowski/Mic The moment mint is slippery to get to. A small after the first coin, you ‘ll reach another rampart derail area which requires you to get about halfway up it in order to advance. however, if you opt to slide down a short on the ledge before jumping off it, you can make it further up the side of the opposite, wall, allowing you to reach a small ledge where you can get up to the second base mint .Alex Borkowski/Mic About halfway through the level, you ‘ll reach a hill that Mario slides down, knocking a crowd of hapless Goombas out of the way. You can ride it all the way to the bottom, or you can jump off at about the halfway point ( indicated by an arrow ) and launch yourself onto yet another ledge you ‘ll find the third base pink coin .Alex Borkowski/Mic The fourth coin comes at the bottom of another mound you can slide down. If you jump murder while sliding in time to collide with the wall opposite it, you can wall jump to the top of it and find the penultimate mint .Alex Borkowski/Mic The concluding mint is the easiest spot, but the trickiest to get. It ‘s in a bandage of coins that ‘s visible from the ground, but you ‘ll have to clock your wall jumps to avoid two Piranha Plants in decree to get it .Alex Borkowski/Mic

Super Mario Run 1-3 walkthrough: “Paratroopas in Mushroom Valley”

By this point, hopefully, you ‘ve been honing your skills in derail and hitting enemies, because you ‘re going to need to be able to do both in order to survive Paratroopas in Mushroom Valley. right as the degree starts, a superintendent mushroom sits on a platform a little higher than Mario. If you can hit the Paratroopa ( the flying Koopa ) or one of the Goombas just proper, you ‘ll propel yourself up to the superintendent mushroom and have a adept advantage for the pillow of the level, but if you mess up the time, you might collide directly with the Paratroopa and be out one of your bubbles before the tied even starts .Alex Borkowski/Mic other than the ceaseless terror of Mario plummeting to his death from the tops of the mushrooms you ‘re running on, this level is pretty straight ahead. If you keep to the lower levels, you ‘ll find a crimson mint ring : collect all five and you ‘ll get a Super Star, which will grant you irregular indomitability and a coin attraction, making it easier to grab those annoying pink coins.

Alex Borkowski/Mic “ Paratroopas in Mushroom Valley ” besides introduces a fresh type of stuff with an arrow pointing to the right. If you hit jump while Mario is on these blocks, he ‘ll leap forward, which, depending on your luck and clock, can either net you a short ton of coins or plunge you into injury ‘s way .Alex Borkowski/Mic once you ‘ve navigated 1-3 ‘s assorted pratfalls and plunges, you ‘ll be nearing the end of the first world ( and the end of your detached levels, if you opted not to pay the $ 9.99 for the full game ). Beyond lies Bowser ‘s first palace .

Super Mario Run 1-3 pink coin locations

The pink coins in “ Paratroopas in Mushroom Valley ” can be easy to miss because of the total of fourth dimension you spend flying through the floor using the plunge blocks, but with a little practice, they ‘re still all out in the open. mighty as the level starts, you can utilize a establish obstruct on an high-level mushroom that will propel you through a big crowd of coins, one of which is the first tap coin .Alex Borkowski/Mic The second coin requires you to use a Paratroopa to launch yourself up to a higher mushroom. It ‘s best to try to bounce off the Paratroopa right as you see him, but you can rest on a handily placed hesitate block and wait for him to come back if you miss your first luck .Alex Borkowski/Mic The third coin is besides guarded by a Paratroopa, but it ‘s a slenderly easier alternate. even if you bungle the time, you might placid be able to get it when you land on the platform below it .Alex Borkowski/Mic The fourthly coin is underneath a big mushroom platform in the back half of the tied. It can be kind of catchy to get without hitting the Goombas on the platform above. other than that, it ‘s merely a promptly jump and catch .Alex Borkowski/Mic The final coin requires you to ignore the launch blocks immediately before it, rather just rolling off to collect the coin. It ‘s going to be ruffianly to kick the habit of jumping constantly, but doing nothing is technically easier .Alex Borkowski/Mic

Super Mario Run 1-4 walkthrough: “Bowser’s Castle Hangout”

It very would n’t be a Mario game if each world did n’t end with our audacious plumber storming Bowser ‘s lava-filled palace to rescue his princess. Since Mario ca n’t stop moving in Super Mario Run, you can expect to have to do a little more work in regulate to avoid from running head-first into fireballs. fortunately, the game gives you several new types of blocks to make certain you can make it to Bowser unharmed. The degree starts under an alcove where a ace mushroom is hiding. If you press jump while on the blocks along the floor with a left-pointing arrow, Mario will do a backflip to the left, and if you ‘ve timed it correctly, you ‘ll land on the acme of the alcove and collect the extremely mushroom, which will be indispensable for the pillow of the degree .Alex Borkowski/Mic While running along the top of the level, you ‘ll besides notice blocks on the ceiling with rungs on them. If you jump at these, Mario will pull himself along like he ‘s climbing imp bars. not only will that assistant you avoid enemies, but it ‘s besides necessary for grabbing some of the tap coins .Alex Borkowski/Mic finally, you ‘ll come to areas where fireballs shoot out from the floor. Since you ca n’t stop Mario from running in this game, time is of the extreme importance for you to get through it. thankfully, the game places a pause jam right where you need it. Mario stops when standing on this block, and wo n’t start running again until you tap the screen. So you can take a second to breathe before heading back into action .Alex Borkowski/Mic once you ‘ve made it through a couple peculiarly devious fireball traps, you ‘ll land on a pause freeze correct in front of Bowser himself, who ‘s standing on a bridge with an ax behind him. Just like in the original Super Mario, your goal is to get behind Bowser and cut the chain holding the bridge up using the ax. Again, since Mario runs endlessly, this can be screen of catchy .Alex Borkowski/Mic There are a couple ways you can go about getting behind Bowser. If you ‘ve got a super mushroom, you can always precisely bum first-come-first-serve him, take the strike and leap by while you ‘re silent invincible. however, if you ‘re small Mario it ‘s best to wait. Bowser will leap up in the air travel before walking backward, then he ‘ll walk towards you and shoot a fireball. If you jump while he ‘s walking backward, you ‘ll hit his plate and die. But if you meter your rise when he ‘s walking fore, you ‘ll sail over him to cut the chain. You can besides tap startle again while in the air to do a whirl, though Mario inactive moves down while this is happening. Once you make it across the bridge, this Bowser will then reveal himself to be a talk through one’s hat and fall into the lava. After a short cutscene in which the real Bowser flies away with Peach, you ‘ll move on to the adjacent world .

Super Mario Run 1-4 pink coin locations

As if it were n’t hard adequate to plainly make it through the traps of “ Bowser ‘s Castle Hangout, ” you ‘ll need some quick reflexes if you want to grab those pink coins which are hiding around. The first coin requires you to be on the peak part of the stage, utilizing the tamper measure blocks. After climbing along the circus tent of the stage for a small while, the blocks will end and you ‘ll drop down, directly onto the first coin .Alex Borkowski/Mic The second base coin requires you to be on the bottom of the stage, ignoring the high anchor that keeps you condom from the lava pits and fireballs. As you ‘re running along the bottomland, finally you ‘ll find another set of imp bar blocks. The irregular coin will be at the end of a wrinkle of coins you can reach from there .Alex Borkowski/Mic To get the third base mint, you ‘re going to have to get binding to the top of the grade. By utilizing a backflip brick which comes just after a destructible chopine, you can jump on top of that platform and reach another set of putter bar blocks, which will drop you off onto a platform just as a group of fireballs is going back down, allowing you to grab the mint .Alex Borkowski/Mic The one-fourth coin requires a deft contact. As you run along the level, you ‘ll see a floating chopine with arrows pointing to the entrust. Jump onto this platform and then rise again, to grab to some monkey legal profession blocks that will drop you correct onto an otherwise unapproachable platform with the coin .Alex Borkowski/Mic last, some quick wall jumps up a crevasse near the end of the grade will let you grab ( you got it ! ) another set of those tamper bar blocks which you can take all the way to a humble platform with the last Pink Coin at the end.

Alex Borkowski/Mic And with that, all the pink coins in World 1 should be yours !

Complete walkthroughs

More Super Mario Run tips, tricks and hints

Ca n’t get adequate of Mario, Bowser, Peach and the perch of the Mushroom Kingdom ? Check out Mic ‘s coverage of Super Mario Run, including how to unlock new characters like Toad, Peach and Yoshi, how to get different colored Toads to come back to the kingdom, and our coverage for the Android release date and some knock-off versions to tide you over until it drops .

source : https://ontopwiki.com
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