Super Mario Land 2: 6 Golden Coins
Console icon Game Boy

  • Go Go Mario!

    (10) (25)

    Beat Mario Zone 1 as Small Mario with over 340 seconds left

    904 (774) of 7,654 โ€“ 11.81%

    10.11% of players have earned the achievement in hardcore mode
    11.81% of players have earned the achievement in softcore mode
  • Created by tuteur51 on: 18 Jan, 2015 10:53
    Last modified: 03 Jun, 2023 17:13


    Comments:
    Joker12349 9 Apr 2017 19:06
    Doesn't trigger.
    RideTheSkies 20 May 2017 17:00
    ^ran into the same problem
    4 Aug 2019 21:48
    Hotscrock edited this achievement.
    Ruffy 24 Apr 2021 21:53
    How the hell is that even Possible ?
    dMike 13 Dec 2021 10:30
    It's possible, but you have to be very quick. Think it's one of the hardest challenges for this game.
    Archer881 28 Jun 2022 01:11
    i did this as a small mario with more then 340 seconds left 2 times now, and it didnt work! how do i fix this?
    CassetteCobra 7 Jul 2022 16:49
    I got it at 342, Not too bad, but still pretty tough.
    3 Jun 2023 17:13
    SubliminalSiren edited this achievement's badge.
    2 Feb 2024 23:26
    Nepiki edited this achievement's title, description.
    NanaN0Head 9 Aug 2024 19:14
    The timer here is VERY very tight!!
    There's a chance the chievo will pop on 340, don't hit H to reset until 339!

    If you're going for this:
    + Enter the stage with 99 monster kills(use the overworld stage just before Hippo stage for this.).
    + If you die or fail your run, HIT RESET(H default) IMMEDIATELY!
    + If you pop the achievement, hit H immediately to preserve your monster killcount!

    Room 1, you'll wanna stay near the bottom, once you pass the Koopa, use the height of your running jump to get on the platform and jump to the LEFT side, trying to use the minimum jumpheight possible to get onto the platforms. If you enter the pipe at about 384/386 left, you're doing great!!

    Room 2+3; stay on bottom, stomp and grab the Koopa on bottom as you pass him, then grab him and bump him into the one before the big jump to the pipe at the end(preferrably by hitting him from underneath with the shell you're holding.). Grab the Starman and do a running jump and enter the pipe--use the Starman to clear the spikepit here.

    Room 4(FINAL room!!); try your best to stay on the upper path, especially on the row on item boxes above the screws. This will test your ability to release the jump button for best height optimization!
    There are zero spikes on the left side of the falling pit, but you risk not making it to the bottom door this way--if you hug left, try to correct yourself during the fall and hit the bonus bell!

    Again, the chievo popped at exactly 340 seconds left for me.

    Best of luck future SML2 masters!!

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